Ikemen-GO

ikemen-engine活跃维护

开源格斗游戏引擎,可直接加载 MUGEN 的角色、场景等资源,让玩家和开发者无需重做素材就能运行或二次开发格斗游戏。

An open-source fighting game engine that supports MUGEN resources.

v1.0.0发布于 2026-09-12 01:57 UTC1,674star +4 / 7 天294fork同步于 2026-11-10 17:49 UTC

怎么上手

由 README 提炼,执行前请确认
下载对应系统的 ZIP 解压后运行:Windows 双击 Ikemen_GO.exe;macOS/Linux 双击 Ikemen_GO.command
硬件要求按 README 说明

需支持 OpenGL 3.3、OpenGL ES 3.2 或 Vulkan 的 GPU;Windows 需 10 64 位,macOS 需 13 Ventura(Apple Silicon),Linux 需 x86-64 且 glibc 2.35+,Android 需 13(arm64),iOS 需 17(arm64 设备)。README 未提及显存要求。

支持 Apple Silicon
下载:源码 zip·GitHub Releases(安装包)本站不镜像安装包

项目说明

由 README 自动翻译提炼

用 Go 重写的开源格斗游戏引擎,兼容 MUGEN 1.1 Beta 资源并扩展新特性

开源格斗游戏引擎,可直接加载 MUGEN 的角色、场景等资源,让玩家和开发者无需重做素材就能运行或二次开发格斗游戏。

核心能力

  • 兼容 M.U.G.E.N 1.1 Beta 资源
  • 用 Go 语言完整重写旧版 Ikemen 引擎
  • 提供稳定版、候选版与 nightly 构建
  • 支持 Windows、macOS、Linux、Android、iOS 多平台运行

容易踩的坑

Windows 7/8 与 32 位 Windows 已不支持,需用旧版本;Intel macOS 构建当前未发布;自行编译调试需额外下载 Ikemen-GO-Screenpack 依赖解压到源码目录;iOS 需用 AltStore/SideStore/Sideloadly 侧载,免费 Apple ID 每 7 天需刷新。

内容由模型根据 README 生成,可能不完整或不准确,以官方文档为准。看原文 README

最近发版

5 个版本v1.0.0
  1. nightlypre-release2026-11-09 · 2026-11-09 16:06 UTC
    查看更新说明

    The nightly release is generated after each commit to develop and contains the newest engine and screenpack files. It is intended for testing and may contain regressions or changes not yet covered by the stable documentation.

  2. v1.0.0最新正式版2026-09-12 · 2026-09-12 01:57 UTC

    New Features 🎉

    • feat: powerbar multiple bg0 elements by @wily-coyote in #1281
    • feat: lifebar face teammate.ko.hide by @wily-coyote in #1462
    • feat: GetHitVar(Priority), LastPlayerID, PrevStateType triggers by @potsmugen in #1479
    • feat: optionally easier inputs by @potsmugen in #1485
    • feat: Height state controller by @potsmugen in #1486
    • feat: new Height constants, ClassicPushbox option by @potsmugen in #1491
    • feat: ForceCrouch, HitOverride KeepState, ModifyChar by @potsmugen in #1499
    • feat: easier netplay inputs by @potsmugen in #1500
    • feat: JugglePoints trigger by @potsmugen in #1503
    • feat: PalFx Hue and SinHue parameters by @Wftk in #1504
    • feat: AnimFrame triggers by @potsmugen in #1506
    • feat: AssertSpecial Immovable flag, Mugen compatibility indicator, some fixes by @potsmugen in #1508
    • feat: Basic glTF 3D Stage Support by @Eiton in #1522
    • feat: Wireframe toggle for 3D stages by @SuperFromND in #1523
    • feat: 3dstage yshift parameter by @wily-coyote in #1526
    • feat: AssertCommand sctrl, MugenVersion trigger by @potsmugen in #1528
    • feat: 3D Stage far, near parameter, yshift parameter fix by @Eiton in #1532
    • feat: ModifyChar changing character name by @potsmugen in #1535
    • feat: Explods interpolation by @Wftk in #1548
    • feat: animframe(numclsn) parameter by @wily-coyote in #1557
    • feat: MoveContactFrame, GetHitFrame triggers by @potsmugen in #1562
    • feat: SelfCommand trigger reimplementation by @Lazin3ss in #1563
    • feat: glTF armature animation support by @Eiton in #1564
    • feat: glTF Morph target animation support by @Eiton in #1571
    • feat: AssertSpecial AnimateHitpause, other fixes and refactoring by @potsmugen in #1572
    • feat: RescaleClsn and GuardCount by @potsmugen in #1577
    • feat: unhardcoded minimum guard distance by @potsmugen in #1582
    • feat: GetHitVar(power); Projectile and KO fixes by @potsmugen in #1593
    • feat: Lua start.f_selectReset hook entry point by @wily-coyote in #1594
    • feat: DisplayName, Const1080p, GetHitVar(Facing) triggers + fixes by @potsmugen in #1608
    • feat: GetHitVar saves unused Hitdef velocities by @potsmugen in #1681
    • feat: GetHitVarSet state controller, some fixes by @potsmugen in #1687
  3. v1.0.0-rc.52026-09-05 · 2026-09-05 04:50 UTC
    查看更新说明

    What is a Release Candidate?

    RC stands for Release Candidate. This version has undergone testing and is considered nearly ready for the final stable release. The purpose of an RC is to identify regressions and stabilize the build before the final release.

    How to Help Test

    • Report bugs on the Issues page
    • Check if the bug existed in the previous stable release (e.g., v0.99.0) — this helps us determine priority
    • Regressions (bugs introduced since the last stable release) are blockers and receive the regression label
    • Bugs that existed in previous versions are lower priority and may be deferred to future releases

    Bug Fixes 🔧

    • fix: random stage loading crash, storyboard scene indexing, [Infobox Text] localization by @K4thos in #3913
    • fix: preserve legacy SFFv1 0,0 sprite handling by @rakieldev in #3919
    • fix: explod pausing, helper binding; refactor: motif logic stepping by @potsmugen in #3923
    • fix: .fnt character map and parallax vertical scaling by @rakieldev in #3924
    • fix: motif bg yscaledelta by @rakieldev in #3926
    • fix: remove redundant positiveBoundhigh usage for motif BGs by @rakieldev in #3927
    • fix: explod binding during slow game speeds by @potsmugen in #3929
    • fix: motif and hires stages wrong bgs yscalestart by @rakieldev in #3931
    • fix: incorrect parallax scaling with yscaledelta by @rakieldev in #3933
    • fix: disable stage position snapping by @potsmugen in #3934
    • fix: stage videos playing while game is paused by @potsmugen in #3935
    • fix: normalize transparent RGBA pixels by @rakieldev in #3937
    • fix: common FX staying cached during reloads by @potsmugen in #3938
    • fix: rollback match hanging before victory screen by @potsmugen in #3941
    • fix: clsnOverlap triggers missing z-axis checks by @rakieldev in #3943
    • fix: BG window signs by @potsmugen in #3944
    • fix: missing char names in select screen record by @rakieldev in #3947
    • fix: split cueDraw from action by @potsmugen in #3950
    • fix: undefined compared to ranges by @potsmugen in #3952
    • fix: close replay file after recording, exclude replays from rollback sync test by @K4thos in #3953
    • fix: encode AI sync-test inputs correctly by @K4thos in #3954

    Full Changelog: https://github.com/ikemen-engine/Ikemen-GO/compare/v1.0.0-rc.4...v1.0.0-rc.5

  4. v1.0.0-rc.42026-08-22 · 2026-08-22 15:21 UTC
    查看更新说明

    What is a Release Candidate?

    RC stands for Release Candidate. This version has undergone testing and is considered nearly ready for the final stable release. The purpose of an RC is to identify regressions and stabilize the build before the final release.

    How to Help Test

    • Report bugs on the Issues page
    • Check if the bug existed in the previous stable release (e.g., v0.99.0) — this helps us determine priority
    • Regressions (bugs introduced since the last stable release) are blockers and receive the regression label
    • Bugs that existed in previous versions are lower priority and may be deferred to future releases

    Bug Fixes 🔧

    • fix: stage portrait anims not resetting by @rakieldev in #3881
    • fix: stage bg window offset at full res, palette cancel, pause menu one-frame delay, Lua return values by @K4thos in #3887
    • fix: select.def music overriding by @K4thos in #3893
    • fix: sound reloading, GetHitVar(isbound) timing, paused explods, window values by @potsmugen in #3896
    • fix: missing ExplodVar "z" bytecode cases, friction by @potsmugen in #3897
    • fix: race condition in async turns loader by @K4thos in #3898
    • fix: Vulkan memory allocation fallback by @Eiton in #3899

    Full Changelog: https://github.com/ikemen-engine/Ikemen-GO/compare/v1.0.0-rc.3...v1.0.0-rc.4

  5. v1.0.0-rc.32026-08-17 · 2026-08-17 17:21 UTC
    查看更新说明

    What is a Release Candidate?

    RC stands for Release Candidate. This version has undergone testing and is considered nearly ready for the final stable release. The purpose of an RC is to identify regressions and stabilize the build before the final release.

    How to Help Test

    • Report bugs on the Issues page
    • Check if the bug existed in the previous stable release (e.g., v0.99.0) — this helps us determine priority
    • Regressions (bugs introduced since the last stable release) are blockers and receive the regression label
    • Bugs that existed in previous versions are lower priority and may be deferred to future releases

    Bug Fixes 🔧

    • fix: fonts and shadows missing focallength rounding by @rakieldev in #3849
    • fix: face.random, bgmtrigger, cursor interpolation, palette issues by @rakieldev in #3855
    • fix: pause menu fade draw order by @K4thos in #3856
    • fix: stagefit and debug mode aspect ratio issues by @K4thos in #3859
    • fix: demo mode music by @K4thos in #3862
    • fix: fade anim and snd issue, turns loading crash by @K4thos in #3866
    • fix: framerate settings problems, video transparency support by @K4thos in #3869
    • fix: typo using wrong sampler algorithm for nearest in 3D stages by @Jesuszilla in #3870
    • fix: Sub alpha, win pose timeout, destroyed helper binds by @potsmugen in #3871
    • fix: improve SFFv1 palette select handling by @rakieldev in #3876
    • fix: esc not working in debug pause, round outro animations independent of gameplay slowdown, prevent replay turbo from breaking frame pacing by @K4thos in #3878
    • fix: round progress while char is turning, uneven pushfactor, debug text AllPalFX by @potsmugen in #3879

    Full Changelog: https://github.com/ikemen-engine/Ikemen-GO/compare/v1.0.0-rc.2...v1.0.0-rc.3

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    README 原文

    未翻译

    Ikemen GO is an open source fighting game engine that supports resources from the M.U.G.E.N engine, written in Google’s programming language, Go. It is a complete rewrite of a prior engine known simply as Ikemen.

    Features

    Ikemen GO aims for backwards-compatibility on par with M.U.G.E.N version 1.1 Beta, while simultaneously expanding on its features in a variety of ways.

    This does not mean bug-for-bug emulation. Behavior may intentionally differ when matching M.U.G.E.N would mean preserving bugs, quirks, or unnecessarily limiting the engine.

    Refer to our wiki to see a comprehensive list of new features that have been added in Ikemen GO.

    Installing

    Ready-to-use builds are available in the releases section. Stable releases use tags such as v1.0.0, while release candidates use tags such as v1.0.0-rc.1 and are marked as pre-releases. Nightly builds are updated after each commit to develop and may be less stable.

    System requirements

    PlatformMinimum
    WindowsWindows 10 (64-bit)
    macOSmacOS 13 Ventura (Apple Silicon)
    Linuxx86-64 with glibc 2.35+, e.g. Ubuntu 22.04, Debian 12, Fedora 36
    AndroidAndroid 13 (API 33, arm64)
    iOS / iPadOSiOS 17 (arm64 device; no simulator)

    A GPU supporting OpenGL 3.3, OpenGL ES 3.2 or Vulkan is required.

    Windows 7/8 and 32-bit Windows are no longer supported; use an older release if you need them. Intel macOS builds are not currently published.

    Running

    Download the ZIP archive that matches your operating system and extract its contents to your preferred location.

    On Windows, double-click Ikemen_GO.exe. On macOS or Linux, double-click Ikemen_GO.command. On Android, install ikemen-go.apk from the Android archive. On iOS / iPadOS, sideload Ikemen_GO-<version>-ios.ipa with AltStore / SideStore (for updates, add the altstore-source.json link from the same release as a source) or Sideloadly, which sign it with your Apple ID. Free Apple IDs require refreshing the app every 7 days. Jailbroken and TrollStore devices can install it directly.

    Developing

    These instructions are for those interested in developing the Ikemen GO engine itself. Instructions for creating custom stages, fonts, characters and other resources can be found in the community forum.

    Building

    For setup and platform-specific steps, see BUILDING.md. It covers Windows, Linux, macOS, Android, and iOS.

    Debugging

    In order to run the compiled Ikemen GO executable, you will need to download the engine dependencies and unpack them into the Ikemen-GO source directory. After that, you can use Goland or Visual Studio Code to debug.

    Troubleshooting

    If you run into any issues with Ikemen Go, you can report it on our issue tracker. It is recommend to read this page before submitting a bug report.

    References

    Name

    "Ikemen" is an acronym of:

    いつまでも 完成しない 永遠に 未完成 エンジン
    Itsu made mo Kansei shinai Eien ni Mikansei ENgine

    License

    Ikemen GO engine is under the MIT License. Bundled screenpack assets are under Creative Commons licenses. See LICENCE.txt for more details. This program dynamically links FFmpeg (LGPL v2.1); the iOS build links it statically, and the full source of the engine and the iOS app is public so it can be relinked.

    The exact corresponding source for the FFmpeg build is provided on the release page as src_ffmpeg.tar.gz. You may rebuild this application against a modified FFmpeg.