O3DE, an Apache 2.0-licensed multi-platform 3D engine, has been developed with cut-edge, real-time graphics and complex interactions in heed. Create robust, engaging experiences with O3DE's multi-threaded photorealistic renderer, extensible 3D content editor, data-driven character blitheness organisation, existent-time physics engine, and access to a growing open source customs.

Built for extensibility

O3DE's modular architecture is built for customization from twenty-four hour period ane. Each 1 of O3DE's integrated components (called "Gems") can be adopted separately, giving y'all access to the specific functionality needed for your game or awarding.

Add new editing tools, features, and development workflows to your projects, or choose from a variety of community-maintained Gems to extend and enhance the engine's capabilities.

Integrate with your favorite cloud services

O3DE's Jewel arrangement provides integrations and support for cloud services to add additional functionality to games and simulations. Choose from existing backend deject modules, or create your ain Gems with custom capabilities to bring your favorite cloud services to your projects.

What's New:

The Open 3D Foundation is very excited to bring you this initial Programmer Preview release, kicking off what we hope is a long and illustrious community effort to develop a 3D rendering platform that tin evolve as fast as mod gaming and simulation has. If it looks a bit familiar to AWS Lumberyard developers, well, they're right: O3DE builds off the endeavour Amazon Spider web Services poured into that engine.

Note that this release is a Programmer Preview and is incomplete for many major development workflows. Initially, this release primarily supports engine and tools developers, and as the O3DE community builds information technology out, more features will be added.

With that said, allow's review a few of the bigger features available in O3DE 2107.1:

  • It's more modular than ever! Just build your project with the Gems yous need, and avert wearisome engine recompiles! If y'all're an experienced Lumberyard dev, you will appreciate this. Huh? What? I desire to read more than about this SDK-esque model!
  • Atom renderer: With this initial release of O3DE, we're proud to introduce the first version of the Cantlet renderer! Atom is a photorealistic, physically based renderer with a modular, extensible implementation. For more details, read the Cantlet renderer documentation.
  • New math libraries: O3DE is built atop a foundation of all-new SIMD-enabled math libraries.
  • New networking stack: O3DE provides a performance-oriented basic networking stack to build on. Read upward on how it works here .
  • Prefab support: O3DE replaces the old piece system with the well-understood prefab model for combining components and avails.
  • Project Manager: The new Project Manager simplifies the procedure of managing Gems and building your project and the O3DE engine.
  • CMake back up: Heck aye! CMake replaces WAF as the build environs and tools, and brings with it a host of great features. Check out the documentation here.
  • Script Canvas: We're pleased to introducine Script Canvas Backend 2.0, which decouples the front-cease and back-end of ScriptCanvas and provides an all-new back-stop that compiles to Lua. Users will see functioning increases and reductions in retention use, equally we reduced the per-entity and per-graph run-time memory costs from O(entity * graph) to O(1) in the best cases, and put then much more execution on the C++ stack (and Lua execution infinite) than before.

Or, if you're the literary sort, read through our new Get Started docs . This is a good place to get oriented to all the features and concepts O3DE introduces.

New and updated core features

There'due south a lot of boosted updates nosotros're bringing to you with this initial release. Check 'em out!

Build

  • WAF removed and replaced with CMAKE as build system for all components
  • Project and Gem management replaced with centralized JSON and python O3DE script tools
  • Engine, Gem and project configuration moved to <platform user path>/.o3de
  • XML configuration systems removed and replaced with JSON implementation
  • Autogen replacement for AzCodeGenerator implemented with Jinja2 templating linguistic communication
  • Added regex/wildcard and json document support for procedure and rule implementation
  • Restructured entire system to support modularity with precompiled binaries support outside of project folder path
  • Implemented support for Windows, MacOS, Linux, Android, and iOS editor and runtime builds​

Renderer (Atom)

  • Removed rendering from all coupled and replaced with new PBR Atom renderer library
  • Added HLSL compatibility with AZSL shader extension with export per backend
  • Implemented DirectX 12 and Vulkan support.
  • Coming very soon: Metal interfaces with RT back up!
  • Implemented pipeline interface for forward+ and/or deferred render passes
  • Implemented Global Illumination for forrard or deferred per mesh/cloth basis
  • Added MSAA/SSAO/SSR support
  • (Animation) Nosotros have unified the mesh format used by EMFX and Atom, such that EMotionFX Actors now use Atom'southward ModelAsset form for serializing mesh data
  • To better the runtime drawing of its meshes, the mesh data for EMotionFX Actors is first processed by a mesh optimizer. This restructures the mesh data to better fit the needs of the graphics hardware

Asset processing

  • Nugget Processor changed to use file hash for change conclusion
  • Python scriptable pipeline added to the Asset Processor for pre/postal service-processing of assets
  • Implemented AssImp library for FBX processing​

Cadre Engine

  • All core and system modules Gems inverse to common AZ::Interface assuasive direct function calls confronting any module Interface
  • Modules now support global unmarried handler ebuses for 5x speed improvement
  • AZ::Event replacement for notification buses using simplified C# fashion event system
  • AZ::Console replacement for CryConsole exposing cvar and console(s) to any Gem
  • Added thread safe mocking of raw var types in AZ::Console
  • Removed EBus and implemented AZ::Interface and AZ::Event for efficiency
  • AZ::ScheduledEvent added as culling to TickBus for periodic or time-sensitive tasks
  • Added timeslicing and priority queue for result direction command
  • Implemented scheduling algorithm to foreclose starvation
  • Adjusted model to prevent server "spiral of expiry" behaviors
  • AZ::Logger replacement for CryLogger and AZ::Trace systems for syslog levels of logging priorities
  • Implemented runtime toggling to alter log levels without recompile or restart
  • Removed over 2 million lines of legacy code
  • 98% Replacement of all major Cry systems
  • AZ::SIMD implemented to produce SIMD code for x64 SSE, ARM Neon, or pure scalar fallback code
  • AZ::Transform implemented for non-matrix/decomposed required calculations with position, quaternion * orientation and scale​

Physics and Simulation

  • NVIDIA Boom Destruction implemented
  • New Visibility interface for culling and occlusion using spatial-hash implementation
  • CryPhysics replaced with Physics API; implemented PhysX support
  • NVIDIA Textile support is bachelor!​

Editor

  • Editor extended with Python scripting support
  • White Box polygonal shape/modelling tool added to Editor
  • Implemented White Box python scripting and toolchain support with import/export
  • Script Sheet 2.0 implemented with full visual compile to Lua
  • Created a new Atom-native Editor viewport. The Editor viewport at present supports rendering in DirectX 12 or Vulkan!
  • Implemented a new Viewport Interaction Model, designed to make editing within Lumberyard more intuitive and enjoyable!

Networking

  • Networking 2.0 implemented with TCP/UDP transport extended with data abstracted generation
  • Implemented encryption and compression into network stack

Minimum System Requirements:

  • O3DE requires Windows 10 64-bit (versions 1809, 10.0.17763 or later)
  • 2.v GHz quad-core Intel or AMD processor
  • viii GB RAM
  • 2 GB VRAM DirectX 12 or Vulkan; iv GB VRAM recommended
  • NVIDIA GeForce GTX 1060 with driver version 465.89 or afterwards
  • AMD Radeon Pro 560 or college with latest drivers
  • Intel Hard disk 630 or higher with latest drivers
  • threescore GB of gratuitous disk space
  • Visual Studio 2019