Gaming Engines
A Game Engine is the core software component of a video game. It typically handles rendering and other necessary technology, but might also handle additional tasks such as game AI, collision detection between game objects, etc. The most common element that a game engine provides is graphics rendering facilities (2D or 3D).
From : en.wikipedia.org/wiki/Game_engine
Endogine sprite engine
Endogine is a sprite and game engine, originally written in Macromedia Director to overcome the many limitations of its default sprite engine.
Some of the features are:
Easy media management.
Sprite hierarchy (parent/child relations, where children's rotation, LOC etc. are inherited from the parent).
Behaviors.
Collision detection.
Plugin-based rendering (Direct3D, GDI+, Irrlicht is next).
Custom raster operations.
Procedural textures (Perlin/Wood/Marble/Plasma/others).
Particle systems.
Flash, Photoshop and Director import (not scripts).
Mouse events by sprite (enter/leave/up/down etc. events).
Widgets (button, frame, window, scrollbar etc.). All are sprite-based, so blending/scaling/rotating works on widget elements as well.
Animator object (can animate almost any property of a sprite).
Interpolators (for generating smooth animations, color gradients etc.).
Sprite texts (each character is a sprite which can be animated, supports custom multicolor bitmap fonts and kerning).
Example game prototypes (Puzzle Bobble, Parallax Asteroids, Snooker/Minigolf, Cave Hunter).
IDE with scene graph, sprite/behavior editing, resource management and debugging tools.
Simple scripting language, FlowScript, for animation and sound control.
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