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Atomic Game Engine

A 3D game engine for developers looking for more advanced and friendly capabilities.

Features

  • C++ Engine: Lightning fast performance and availability.
  • ECS-driven: Entity Component System in the underlying engine.
  • Embedded Scripting: Luau and TypeScript/JavaScript for high-level scripting and programming.
  • C++ Bindings: Many C++ libraries with scripting bindings for all of your needs.
  • Node Systems: Integrated node systems for graph-based operational work. Works like Blueprints.
  • Multi-Deployment: Play singleplayer, LAN, Peer2Peer and online. The architecture supports them all.
  • Sandboxed: You download the engine then play any game.
  • Multi-Platform: Windows, Linux, MacOS, Android, IOS and VR.
  • Permissive License: You can do a lot of things with this engine, with attribution of course.

Documentation

Read For
RUNNING.md every way to build and run the client, the server, a single test and the tools
CONTRIBUTING.md building from a fresh clone, and what is expected of a pull request
docs/CODE_QUALITY.md the completion checklist - run it before opening one
docs/CODE_FORMAT.md naming, includes, and what a comment is for
docs/CODE_DOCUMENTING.md where a comment ends up in the generated reference, and the tags
AGENTS.md the four rules, and how AI is used here
ROADMAP.md what is built, what is next
docs/RELEASING.md the version scheme, and how a tag becomes a download
docs/DEFERRED.md deferred items from ROADMAP.md that need to be revisited
SECURITY.md the threat model, and reporting

Each mono.X folder also carries its own AGENTS.md with the invariants specific to it. Those are the ones that catch real mistakes, so read the one for whatever you are about to change.

Releases

Pushing a vX.Y.Z tag builds the release preset on Linux, Windows and macOS and publishes what it built to the GitHub releases page:

  • Linux: a .tar.gz of all four programs, plus an .AppImage each for the client and the studio
  • Windows: a .zip of all four programs
  • macOS: a .tar.gz, unsigned and untested

Linux is the platform this is developed on. Windows compiles but has never shipped, and macOS has never been run, so neither one holds up a release.

Development builds and media are still in the discord server below.

Version

Current Version: v0.18.0 Project Start Date: 1st August 2026

Versions are v[major].[minor].[patch]. Everything before 1.0.0 is a pre-release with no compatibility promise.

The number lives in one file, VERSION, and everything derives from it - the build, the artifact names, and --version on any program:

$ client --version
client 0.18.0

See docs/RELEASING.md for what each number means and how a release is cut, and ROADMAP.md for what is in each one.

Development Cycle

Led by @SPOOKEXE

Maintained by open-source contributing developers, especially those coming from the Roblox community.

Heavy usage of AI models for fast development iteration. Refer to AGENTS.md and CONTRIBUTING.md for more information.

Refer to ROADMAP.md for what was done and we plan to do.

More on the discord server in the links section.

Links

https://discord.gg/vdfCp27uxB

License

Mozilla Public License 2.0 (MLP2.0)

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C++ Engine with Embedded Luau and TypeScript for multi-purpose game development. Multi-platform.

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