Myou
Myou Engine is a game engine for web, for mobile and for VR (soon).
It's designed for easy of use with Blender, packing as many features as possible in a small package of 120 kb (gzipped) and an approachable source code for both beginners and experts.
It supports both Cycles/Eevee materials (WYSIWYG with [Blender PBR branch] and the future Blender 2.8), and Blender internal/Blender game materials.
It's FOSS published under the industry-friendly MIT license.
Features
- Blender based exporter and editor.
- Efficient data formats.
- Pluggable API for mesh modifiers and materials.
- Support for Blender internal/Blender game GLSL materials and nodes.
- Support for Blender Cycles nodes (WYSIWYG with [Blender PBR branch] and the future Blender 2.8).
- Environment maps, soft shadows, reflection, refraction, etc.
- Armatures with constraints (including IK).
- Shape keys.
- Support for animations including mixing with Blender NLA.
- Animation of any attribute, including any material parameter.
- Support for animation drivers from Blender.
- Automatic LoD based on multi-resolution, subsurf and decimation.
- Physics: Currently Bullet (ammo.js when running in JS) is supported.
- Deferred loading of the physics engine and physic objects, for fast startup times.
- Multiple self-contained engine instances are allowed on the same webpage.
- Simple game-oriented event system for mouse, touch, keyboard and game input devices.
- WebVR support.
- Native Vulkan support with VR (soon).
For a more visual introduction see http://myou.cat/#engine/features
Supported platforms
- Web browsers with WebGL support, including mobile devices. It can use WebGL 2 where available.
- Any platform supported by Rust-lang and with Vulkan (soon).
Usage
Go to http://myou.cat/#engine/tutorials
Documentation
We are working on the documentation. It will be added soon.
Feedback
You can send any feedback or question to:
- Julio Manuel López julio@pixlements.net
- Alberto Torres Ruiz kungfoobar@gmail.com