Alco is a high-performance game engine designed for optimal CPU and GPU utilization. It's built with .NET 10.0 and provides a comprehensive set of tools and libraries for game development.
Note: Alco is currently developed as a custom engine for an independent game project. Pull requests and issues are temporarily not accepted while the engine remains tightly coupled to the game project.
- Windows only; Linux and macOS are untested
- Modern graphics API support through WGPU
- Comprehensive rendering pipeline
- High performance math and spatial implementation
- Audio system (via OpenAL Soft)
- Input/Output handling
- GUI framework
- Asset management (both async and concurrent loading are supported)
- Auto memory management
- Shader compilation tools with HLSL support (via DirectX Compiler)
- Src/ - Engine source code
- Sandbox/ - Example applications
- Test/ - Unit and integration tests
- Benchmark/ - Performance benchmarks
- Docs/ - Documentation
- Tool/ - Development tools
- Editor/ - Engine editor
See CLAUDE.md for detailed project structure, coordinate system, and coding standards.
The Sandbox/ directory contains numerous examples demonstrating various engine features including rendering, UI, audio, asset loading, and more.
- Clone the repository
- Add a project reference to
Alco.Engine(and other required modules) in your own game
You can also include it as a git submodule if preferred.
- .NET 10.0 SDK
- Visual Studio 2022 or compatible IDE
- Silk.NET: OpenAL audio and SPIR-V reflection
- Alimer.Bindings.WebGPU: WebGPU API bindings
- wgpu-native: WebGPU native implementation
- DirectX Compiler: HLSL shader compilation
- System.IO.Hashing: High-performance hashing
- StbSharp: Image and font processing (embedded as source code and modified)
- ImGui: Immediate Mode Graphical User Interface
- ImGui.NET: ImGui binding for .NET (embedded as source code and modified)
- ImGuizmo: Gizmo manipulation widgets for ImGui
All external libraries are used under their respective licenses, primarily MIT License.
- Alco is purpose-built for an independent game project and is primarily driven by its specific requirements.
- Pull requests and issues are temporarily not accepted while the engine remains tightly coupled to the game project.
- APIs, architecture, and features may change frequently without notice or backward compatibility guarantees.
- Feel free to fork and modify for your own use under the terms of the MIT License.