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Open 3D Engine

The Open 3D Engine (O3DE) is a and open-source, real-time 3D engine designed for creating high-fidelity games, cinematic experiences, robotic s, and immersive 3D worlds across multiple platforms. O3DE originated as an evolution of ' (AWS) Lumberyard engine and was publicly announced on July 6, 2021, under the Open 3D Foundation, hosted by the , with AWS as a founding partner. The project was established to provide a truly open-source alternative from commercial restrictions, drawing on Lumberyard's codebase while incorporating community-driven enhancements and new tools to support diverse applications in , , and . Governed by the Apache 2.0 license, O3DE is hosted on and developed collaboratively by a global community of volunteers and over 25 member organizations, including contributions from industry leaders that ensure ongoing evolution without proprietary encumbrances. Key features of O3DE include its modular architecture built around "Gems"—reusable, pluggable modules that allow customization without full engine recompilation—and the renderer, a physically based, multi-threaded graphics system supporting DirectX 12, , Metal, and hardware-accelerated ray tracing for photorealistic visuals. The engine supports cross-platform development on Windows and , with tools for , AR/VR/XR, and cloud integration, alongside flexible scripting via visual Script Canvas and , robust physics simulation using , and low-latency networking with encryption capabilities. Additional strengths encompass an asset pipeline with JSON-based workflows, prefab systems for entity management, Python-scripted editor extensions, and high-performance math libraries optimized with SIMD instructions, enabling the creation of large-scale worlds up to 64 km by 64 km. O3DE's community emphasizes accessibility through comprehensive , tutorials, and samples, with regular releases—such as version 25.10.0 in October 2025—focusing on improvements such as up to 50% reduced editor memory usage and faster build times, along with over 100 bug fixes. It has been adopted for game development, virtual production, and innovation, powering demos and early commercial titles while fostering interoperability with standards like ROS 2 for ecosystems.

Overview

Description and purpose

The Open 3D Engine (O3DE) is a free and open-source, 3D engine designed for creating high-fidelity games, robotic simulations, and immersive 3D worlds. Its primary purpose is to empower creators to build interactive, visually stunning experiences that leverage advanced 3D technologies without proprietary restrictions. O3DE emphasizes a , allowing users to assemble and customize components to achieve AAA-quality results tailored to specific needs across industries such as , , and . This flexibility supports the creation of complex, high-performance applications that can scale from prototypes to full-scale productions. The engine targets game developers, simulation engineers, and content creators seeking robust, cross-platform tools for diverse workflows. It provides an end-to-end environment encompassing development, packaging, and deployment of graphically intensive applications, streamlining the process from concept to delivery.

Licensing and availability

The Open 3D Engine (O3DE) is released under the 2.0, a permissive that permits users to freely use, modify, and distribute the software, including for commercial purposes, while providing explicit patent grants and imposing no requirements on derivative works. O3DE's development is governed by the Open 3D Foundation, a project of the , which oversees community-driven efforts through technical steering committees and member contributions to ensure collaborative evolution of the engine. The engine is available at no cost for the core components, with downloads accessible from the official repository at github.com/o3de/o3de and the project website o3de.org, supporting setups via cloning or pre-built packages for various operating systems. Contributions to O3DE follow standard open-source practices, including submitting pull requests for code changes, reporting bugs through GitHub issues, and participating in community discussions via the project's forums, channels, or events organized by the Open 3D Foundation; detailed guidelines are provided in the official contributor documentation.

History

Origins from and Lumberyard

The Open 3D Engine traces its technical roots to , a originally developed by the German studio starting in the early 2000s. powered Crytek's flagship titles, including the 2004 Far Cry and the 2007 benchmark-setting Crysis, which showcased advanced graphics capabilities such as real-time lighting and destructible environments. By 2015, had evolved to version 3.8, incorporating enhancements for visual fidelity, performance optimization, and multi-platform support, with releases like 3.8.4 in September of that year focusing on compatibility with tools such as 2013 and 2015. In February 2016, Amazon forked and significantly modified CryEngine 3.8 to create Lumberyard, a free, cross-platform game engine tailored for professional developers building high-quality 3D games. This involved integrating technologies from CryEngine with contributions from Amazon's acquired studio Double Helix Games and AWS services, while overhauling components to emphasize modularity through a "Gems" system for optional features. Key additions included seamless AWS integration via the AWS SDK for C++ and Cloud Canvas, a visual scripting tool for incorporating services like Amazon GameLift for scalable multiplayer servers, SQS for queuing, and DynamoDB for data management, enabling cloud-connected experiences without deep backend expertise. Lumberyard also prioritized support for large-scale worlds and multiplayer gameplay, with built-in tools for network synchronization and server management, and it supported platforms including Windows, PlayStation 4, and Xbox One. Internally, Amazon Game Studios adopted Lumberyard for projects such as the massively multiplayer online game New World, leveraging its AWS ties for handling expansive open worlds and player interactions. Amazon's modifications to extended to streamlining workflows inherited from the original engine, such as updating the user interface and removing or replacing legacy elements to better align with modern development practices and AWS-centric architectures. For instance, Lumberyard phased out certain Crytek-specific scripting languages in favor of more flexible systems like and visual tools, reducing dependencies on proprietary components while enhancing cross-platform portability and cloud scalability. By 2021, decided to open-source an updated version of Lumberyard under the Apache 2.0 license, rebranding it as the Open 3D Engine to empower a broader developer community with greater control and customization options. This transition aimed to accelerate innovation in 3D game and simulation technologies by fostering collaborative development beyond 's internal use.

Formation of Open 3D Foundation and initial release

On July 6, 2021, the , in collaboration with (AWS), announced the formation of the Open 3D Foundation and the public availability of the Open 3D Engine (O3DE) as an open-source project. This initiative marked a significant pivot toward neutral, community-driven development of 3D technologies, building on the codebase derived from Amazon's proprietary Lumberyard engine. The Open 3D Foundation was established as a neutral subsidiary of the to oversee governance, stewardship, and collaborative advancement of O3DE and related open-source projects focused on , rendering, authoring, and . Its structure includes a Governing Board responsible for business and budget decisions, comprising representatives from founding members such as AWS (representing Amazon), , , Niantic, and , among over 20 initial organizations including AccelByte, , and . The foundation's early goals emphasized fostering open collaboration to expand engine capabilities beyond gaming, targeting applications in , , , , and scientific visualizations to accelerate innovation for developers worldwide. The initial release, designated O3DE 2107.1 (Developer Preview) and also referred to as 21.07, became publicly available on the announcement date, providing the core codebase adapted from Lumberyard with proprietary AWS integrations removed to ensure broader accessibility and neutrality. This developer preview offered essential tools for building experiences, setting the stage for community contributions while prioritizing modularity and extensibility for custom engine development.

Major releases and updates

The Open 3D Engine (O3DE) follows a biannual release cadence, with major versions typically issued in the spring (e.g., 22.05 in May 2022) and fall (e.g., 21.11 in November 2021, 25.10 in October 2025), allowing for steady iteration on core systems while incorporating community feedback. The 24.09 release in October 2024 introduced key scripting enhancements, including improvements for easier gameplay logic implementation, alongside expanded multiplayer support through refined entity-based networking and remote procedure calls in the Multiplayer Gem. This update also added simulation-focused components like the Georeference tool for geospatial and ROS2FrameComponent for interoperability, boosting mobile rendering performance by up to 400% on supported devices. In June 2025, the 25.05 release emphasized developer tools, enhancing engine stability and modularity with improved API support, better simulation capabilities for , and streamlined build processes to reduce compilation times. These changes included optimizations for cross-platform workflows, making it easier to integrate O3DE into diverse development pipelines without requiring a C++ compiler for basic game creation. The October 2025 25.10 release focused on graphics refinements, delivering sharper textures via enhanced texture streaming, improved performance for smoother rendering on varied hardware, and foundational groundwork for the Material Pipeline to support multiple material types with future ray tracing integration. Over 100 bug fixes and performance enhancements were included, alongside a 26-40% reduction in installer package sizes for Windows and , facilitating broader adoption. O3DE's release evolution has shifted from initial bug fixes and foundational stability in early versions to advanced optimizations, automation tools for simulations, and increasingly community-driven features like modular gems for custom extensions. Community metrics reflect this maturation, with over 427 contributors to the repository by late 2025, steady growth in downloads exceeding prior years' totals, and events like the 2024 year-in-review presentation highlighting expanded participation in SIGs (Special Interest Groups) and jams.

Technical features

Architecture and modularity

The Open 3D Engine (O3DE) employs a highly modular designed to facilitate and for diverse 3D applications, from games to simulations. At its core, O3DE is built around a component-based structure that separates concerns, allowing developers to assemble only the necessary features without incorporating extraneous code. This design emphasizes extensibility, enabling seamless integration of custom or third-party components while maintaining a lean build footprint. Central to O3DE's modularity is the system, which packages reusable code and assets as self-contained modules that can be selectively enabled or disabled during project configuration. Gems as plug-and-play units, such as the renderer for advanced graphics processing or the Gem for physics simulations, allowing developers to include only relevant functionality to minimize build size and optimize performance. Standard Gems are provided by the O3DE distribution, while custom Gems can be created for project-specific needs, and third-party Gems can be sourced from external repositories, promoting a collaborative ecosystem. This selective inclusion reduces compilation overhead and supports by isolating features without affecting the core . O3DE utilizes an Entity-Component-System (ECS) paradigm, referred to internally as the Component Entity System, to manage game objects and behaviors efficiently. In this model, entities serve as lightweight containers identified by unique IDs, components provide modular data and functionality—such as Transform for positioning or Mesh for visual representation—and systems orchestrate processing logic across relevant components, like rendering or collision detection. This separation enables high-performance iteration over entities, supports data-oriented design for better cache efficiency, and allows components to be dynamically added or removed at runtime without recompiling the engine. Every entity must include a Transform component, ensuring a consistent spatial foundation. The engine adopts a data-driven approach to asset management and configuration, leveraging formats like for and iteration workflows. Assets, including models, textures, and prefabs, are processed through a configurable that generates optimized runtime data without requiring code changes, facilitating artist-friendly adjustments and . Configurations for Gems, editor tools, and runtime behaviors are defined in human-readable files, enabling quick modifications and reducing dependency on recompilation cycles. This methodology supports rapid development by decoupling data from logic, allowing non-programmers to contribute effectively. Extensibility in O3DE is achieved through built-in hooks and interfaces that accommodate third-party integrations and custom extensions. The Event Bus (EBus) system provides a publish-subscribe messaging for decoupled communication between components, while the AZ::Interface mechanism enables dynamic loading of DLLs for modular plugins. Developers can integrate external libraries via the dedicated .o3de/3rdParty directory, and the system supports external repositories for community-contributed modules, ensuring the engine remains adaptable to evolving needs without core modifications.

Rendering and graphics

The Atom renderer serves as the core graphics engine in Open 3D Engine (O3DE), providing a cross-platform, forward+ rendering pipeline that supports , 12, and Metal graphics APIs for delivering high-fidelity visuals across Windows and , with experimental support for macOS, , and . Designed as a modular, data-driven, and multi-threaded system, enables developers to create scalable rendering solutions with runtime-switchable pipelines, including forward and deferred rendering paths, to balance and in applications. Its architecture abstracts interfaces through the Render Hardware Interface (RHI), facilitating easy extension for additional platforms while maintaining a unified for scene rendering. Atom incorporates physically-based rendering (PBR) principles, supporting area lights, subsurface scattering, and a material system that simulates realistic light interactions on surfaces. Real-time global illumination is achieved via the Diffuse Probe Grid component, which uses ray tracing to capture diffuse irradiance in volumetric spaces, complemented by image-based lighting (IBL) from HDR skyboxes for dynamic environmental reflections. HDR lighting is handled through a 16-bit HDR framebuffer, applying ACES tonemapping to adapt high dynamic range scenes for standard displays without loss of detail in bright or shadowed areas. Post-processing effects enhance visual fidelity, including depth of field for focal simulation via shader-based passes, bloom for glowing highlights from intense light sources, screen-space ambient occlusion (SSAO) for subtle shadows, and deferred fog for atmospheric depth. In the 25.10 release, received enhancements to handling, such as options for extracting during model imports and fixes for Vulkan-specific crashes when accessing unbound , improving stability in asset pipelines. Post-processing was expanded with integration for smoother temporal effects, while resource group compilation optimizations reduced allocations and iteration times during development. Cross-device copy operations were streamlined using 12 and resources, aiding performance in multi-GPU setups. Optimization tools in Atom include level-of-detail (LOD) systems, configurable via the Mesh component to select progressively simplified meshes based on camera distance, reducing polygon counts in distant views for large-scale worlds. Occlusion culling is supported through the Occlusion Culling Plane component, which blocks rendering of obscured meshes by defining occluder volumes between the camera and geometry, efficiently managing draw calls in complex scenes. Clustered forward shading further aids light culling, grouping lights per screen tile to minimize overdraw and computational overhead.

Physics, simulation, and audio

Open 3D Engine (O3DE) integrates the SDK, version 4, through its PhysX Gem to handle , , and joint constraints for simulating physical interactions. This system supports static and dynamic rigid bodies, where static bodies remain immovable and dynamic bodies respond to forces, enabling realistic movement and impact responses in simulations. utilizes , , and colliders to define interaction boundaries, while constraints such as ball joints (for rotational freedom around two axes), fixed joints (eliminating all ), hinge joints (rotation around one ), and prismatic joints (linear movement along one ) allow for complex mechanical linkages. For deformable simulations, O3DE employs the Cloth Gem, which applies cloth properties to imported from . files, supporting particle-based with , motion constraints, and backstop definitions via colors. Key features include simplification for , static triangle removal, blending cloth with keyframe animations, interactions, local wind forces, and CPU processing for efficiency. These capabilities facilitate immersive environmental interactions, such as fabric draping over objects or in games. O3DE's simulation framework emphasizes robotics through ROS 2 integration via dedicated Gems, enabling sensor emulation, control systems, steering behaviors, and manipulator arm operations with inverse kinematics for joint manipulation. Pathfinding is provided by the Recast Navigation Gem, which generates navigation meshes and computes paths using the Detour component, suitable for autonomous robot navigation in complex environments. Multiplayer networking occurs via the Multiplayer Gem and AzNetworking transport, supporting server-authoritative, asynchronous entity replication, remote procedure calls (reliable and unreliable), and input prediction without reliance on AWS services, allowing flexible deployment for synchronized simulations. These features ensure accurate robotic behaviors, such as coordinated movements and environmental awareness in simulation scenarios. The audio system in O3DE leverages the AudioEngineWwise Gem for integration with , configurable in LTX (lite) or full versions, to deliver immersive soundscapes. It supports spatial audio through components that handle positional audio, (sound muffling by obstacles), and reverb (environmental reflections), enhancing in dynamic scenes. Trigger components activate sound effects and based on events, while parameter controls (RTPCs) adjust audio dynamically, contributing to realistic auditory feedback in games and robotic simulations.

Editor tools and scripting

The O3DE Editor serves as the primary visual interface for level design, asset placement, and scene management, enabling creators to build and iterate on environments with real-time feedback. Users can create levels through the , storing them as complex assets in the project's Levels directory, while the Entity Outliner facilitates the and placement of entities and prefabs. The Perspective viewport provides an interactive view for manipulating assets using transform tools for translation, rotation, and scaling, with camera controls supporting WSAD movement and mouse-based navigation. Real-time preview is achieved by switching to Game mode, allowing immediate testing of scenes without leaving the editor. Scripting in O3DE supports multiple approaches to add gameplay logic and behaviors, catering to different skill levels and performance needs. Script Canvas offers a node-based visual scripting system, ideal for non-programmers, where users connect nodes to create behaviors without writing code; it integrates seamlessly with the editor for drag-and-drop authoring and . Lua provides a high-level, embeddable scripting language for rapid prototyping and iteration, with an integrated Editor () that includes features for authoring, , and editing scripts directly within the O3DE environment. For performance-critical tasks, such as custom components or low-level optimizations, developers can extend functionality using C++, maintaining a clear separation between scripting and core engine modifications. Workflow features streamline content creation through integrated tools for asset handling and effects. The asset pipeline supports importing 3D scenes via as the primary format for meshes, skeletons, skins, animations, and materials, with conversion handled by the FBX Settings tool; is also supported through integration with the Open Asset Import Library (Assimp), enabling broad compatibility with external tools like or . Animation is managed via the EMotion FX Animation Editor, which allows associating skinned models with skeletons, defining and blending animations (e.g., transitions from idle to walk states), and previewing behaviors with conditional triggers for dynamic character control. Particle systems are handled by the PopcornFX Gem, providing advanced VFX tools for creating and importing effects like explosions or environmental simulations directly in the editor. Version control integration is built into the , supporting source control systems like for collaborative project management, including packaging and sharing via remote repositories such as . Automation capabilities enhance efficiency with tools for procedural content generation. The Procedural Prefab system shifts prefab assembly into creation (DCC) tools, allowing artists to generate and export modular prefabs procedurally before importing into O3DE for scene integration. Additionally, the Jinja2-powered code generator automates and data creation, supporting rapid extension of editor tools and scripts. These features, refined in releases from 23.05 onward, facilitate scalable workflows for large-scale environments without manual repetition.

Development and platforms

Supported platforms and hardware

Open 3D Engine (O3DE) supports and as primary host platforms for development and editing, with experimental support for macOS, enabling users to build and test projects on these operating systems as of 25.10.0. Target platforms for deployment include the supported platforms of , , and , as well as the experimental targets macOS and , allowing projects to run across , , and environments without requiring extensive platform-specific code changes. The engine's minimum hardware requirements for development include a quad-core 64-bit x86 processor at 2.5 GHz supporting SSE 4.1, 16 GB of RAM (8 GB with limited threads), and a DirectX 12, Vulkan-compatible, or Metal-compatible GPU with 2 GB of video RAM and support for Shader Model 6.2. Recommended specifications for more demanding workflows, such as AAA game development, suggest a hexa-core 64-bit x86 processor at 2.5 GHz supporting SSE 4.1, 32 GB or more of RAM, and a GPU with 6 GB or more of video RAM, such as NVIDIA GTX 16 Series. For advanced features like ray tracing, hardware with dedicated ray-tracing cores, such as NVIDIA RTX-series GPUs, is advised to achieve optimal performance. O3DE facilitates cross-platform builds through its use of , a build system designed for multi-platform compatibility, which allows developers to generate project exports for various targets from a single codebase with minimal modifications. This unified tooling streamlines the process of packaging and deploying applications across supported platforms. The Atom renderer in O3DE provides scalable rendering capabilities, adapting to a range of hardware from low-end devices to high-end systems through modular pipelines and multi-threaded processing. It includes optimizations for applications, supporting and headsets and ensuring immersive experiences on compatible hardware.

Programming languages and APIs

The Open 3D Engine (O3DE) employs C++17 as its primary programming language for core engine development, modifications, and performance-intensive tasks, enabling developers to extend the engine's foundational systems directly through its source code. This choice facilitates low-level optimizations and custom implementations, with the engine's codebase organized into modular libraries that expose comprehensive C++ APIs for key functionalities. For instance, the AzCore framework provides APIs for entity management using an entity-component-system (ECS) model, including serialization, event handling, and memory management, while AzFramework offers higher-level abstractions for input handling via classes like InputDevice, which processes raw input from devices such as keyboards, mice, and gamepads into actionable events. Lua, specifically version 5.4, serves as the dedicated for gameplay logic and behaviors, allowing and iteration without requiring C++ recompilation. Developers attach Lua scripts to entities via the Lua Script component, which integrates with O3DE's ECS through exposed APIs like EBuses for inter-component communication, enabling event-driven interactions such as property updates and remote procedure calls. 3 is integrated for non-runtime tasks, including editor and tooling, with bindings provided by the Editor Python Bindings Gem to script workflows like asset processing and interactions. O3DE supports integration of third-party libraries through its modular system and exposed virtual interfaces, facilitating extensions in areas like networking and without altering core code. For example, the AzNetworking framework provides a low-level for multiplayer features, while custom Gems allow incorporation of modules or other external dependencies via the engine's package system. Best practices emphasize leveraging AzCore and AzFramework as abstraction layers to promote code portability across platforms, adhere to O3DE's coding standards, and minimize direct dependencies on platform-specific APIs. Visual scripting via Script Canvas offers a code-free alternative for simpler behaviors.

Community and adoption

Foundation members and partners

The Open 3D Foundation, hosted by the , was established in 2021 with (AWS) as the lead contributor, providing the initial codebase derived from the Lumberyard engine. Founding members included , AWS, , Niantic, , AccelByte, , Carbonated, , OTOY, , , and more than a dozen other organizations. As of 2025, the foundation's membership has grown to over 25 organizations, with premier members encompassing , AWS, (joined 2022), , , (joined 2022), and Niantic, alongside recent additions like the Indian Institute of Technology Madras and ongoing support from entities such as LightSpeed Studios and . These members exercise board oversight to guide the project roadmap, provide funding for events and initiatives, and deliver technical contributions through employee developers working on core features and integrations. The foundation's model emphasizes joint working groups that coordinate development efforts, such as those enhancing simulations in partnership with members like Robotec.ai.

Notable projects and applications

The Open 3D Engine (O3DE) has been utilized in various official showcases that demonstrate its capabilities in simulation and networking. The Robotic Warehouse Simulation, developed by foundation member Robotec.ai, features a large-scale environment with multiple autonomous mobile robots performing tasks such as navigation, mobilization, and palletizing, integrated with for realistic physics and perception testing. This demo, presented at ROSCon 2023, highlights O3DE's suitability for complex robotic workflows by simulating integrated use cases with high fidelity. Another key official demonstration is the example, also contributed by Robotec.ai, which showcases precise manipulator control and for industrial automation testing. Building on this, a 2024 robot manipulator and quadruped demo incorporates and generative AI to enable dynamic control of simulated robotic actions, illustrating O3DE's extensibility for AI-driven simulations. The Multiplayer Sample project provides a third-person battle arena where players control robots in a multi-tiered Starbase, serving as an open-source reference for client-server networking, replication, and scalable multiplayer features without requiring the full engine to run. In games and prototypes, O3DE supports community-driven developments, such as procedural world explorers and autonomous vehicle simulations, leveraging its modular architecture for . A notable early title is by Carbonated Inc., announced in 2024 as one of the first games built with O3DE, focusing on high-fidelity environments; as of October 2025, it remains in beta. By 2025, O3DE's adoption has grown significantly in and sectors, with applications in scenarios for autonomous systems, though no major game releases have emerged yet. In the first half of 2025 alone, O3DE recorded over 65,000 downloads, surpassing the total for all of 2024 and reflecting increasing . Its use in film (VFX) pipelines remains exploratory, emphasizing cinema-quality rendering for previsualization and asset integration. Community impact is evident through numerous GitHub projects, including extensions for ROS integration and multiplayer assets, alongside showcases at events like GDC 2024, where demos highlighted ray tracing and robotics capabilities. The engine's repository and related forks reflect active contributions, with over 3,300 issues tracked, underscoring its role in fostering open-source innovation.

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