Orkige DocumentationGitHub

Orkige

A C++20 game engine for desktop, mobile and web games — macOS, Windows, Linux, iOS, Android and the browser via WebAssembly — with an AI-native editor that lets agents create, run, test and debug games over MCP.

DocumentationGetting startedAPI ReferenceGitHub

A full 3D engine with a first-class 2D layer on top. Originally written 2009–2012 and shipped on the App Store, revived and fully modernized in 2026. Open source under the Apache-2.0 license.

Dual-backend rendering

Two render backends behind one facade — Metal, Vulkan, GL3+, GLES2 and WebGL — with pixel-identical output enforced by a parity test. SDL3 windowing and input, glTF asset loading.

Six platforms, one project

A game is a folder with a manifest; the Build menu exports a macOS app, iOS app, Android APK or a self-contained browser build — each with per-project icons and launch screens; store-submittable packages are a CLI flag away.

Live Lua scripting

Game logic lives in per-object script components with designer-tunable properties, a sandbox per instance and hot-reload during Play — complete games ship with zero compiled code.

2D and organic vector art

Sprites, flipbook animation, batched particles, and flat-colour vector shapes that squash, stretch, wobble and morph as soft bodies — resolution-independent art with cooked vector clip animation.

Physics and gameplay systems

Jolt Physics with a planar 2D mode, data-driven collision layers and contact events into script; named input actions, an audio mixer with streamed music, tweens, localisation, typed saves, haptics and a defined mobile lifecycle.

Game UI

A display-scale and safe-area aware UI system: runtime-baked TTF fonts, rect-anchor layout with groups and scroll views, nine-slice panels, and whole screens authored as declarative text files.

An editor that plays out of process

Scene authoring with hierarchy, inspector, asset browser, prefabs and tile painting; Play spawns the standalone player over a debug protocol — on desktop, simulators, devices or in the browser — so a crashing game never takes the editor down.

AI-native by design

The editor hosts a Model Context Protocol server: agents open projects, edit scenes, write assets, drive Play, run tests and read back state and screenshots.