# BarinkEngine ``` ,---,. ,-. ,---,. ,' .' \ ,--, ,--/ /| ,' .' | ,--, ,---.' .' | __ ,-,--.'| ,---,,--. :/ |,---.' | ,---, ,--.'| ,---, | | |: | ,' ,'/ /| |, ,-+-. / : : ' / | | .' ,-+-. / | ,----._,| |, ,-+-. / | : : : / ,--.--. ' | |' `--'_ ,--.'|' | ' / : : |-,,--.'|' |/ / ' `--'_ ,--.'|' | ,---. : | ; / \| | ,,' ,'| | | ,"' ' | : : | ;/| | ,"' | : ,' ,'| | | ,"' | / \ | : .--. .-. ' : / ' | | | | / | | | \ | : .| | / | | | .\ ' | | | | / | |/ / | | | . |\__\/: . | | ' | | : | | | | ' : |. \| | |-| | | | . ; '; | | : | | | | . ' / | ' : '; |," .--.; ; : | ' : |__| | | |/| | ' \ ' : ;/| | | |/' . . ' : |__| | | |/' ; /| | | | ;/ / ,. | , ; | | '.'| | |--' ' : |--'| | | | |--' `---`-'| | | '.'| | |--' ' | / | | : /; : .' ---' ; : | |/ ; |,' | : .| |/ .'__/\_: ; : | |/ | : | | | ,' | , .-./ | , /'---' '--' | | ,' '---' | : | , /'---' \ \ / `----' `--`---' ---`-' `----' \ \ / ---`-' `----' `--`-' ``` ## Features **NOTE** __Not in any particular order__ - Rendering - OpenGL - Vulkan - Logging - Different for debug and release - Different per OS - Physics - PhysX - Alternative for non-nvidia stuff?! - Basic Entity Component system - Graphical scripting ?? - Scripting support ( idk what language) - LUA - Configuration options - JSON - LUA - others ?!?!? ## Screenshots ## Planning see [TODO](docs/TODO.md) _NOTE:_ The planning is moving away from markdown in favor of gitea Projects. New planning will be visible on [this page](https://git.barink.dev/Nigel/MyGameEngine/projects). ## Requirements #### Software * Premake * Git * C++ Compiler ## Windows development workflow User premake to generate project files for the approperiate build method. On Windows I assume you'll build with visual studio ```bash User:~$ premake vs2022 ``` ## Linux development workflow Use premake to generate project files for the approperiate build method. On Linux I assume you'll build with something like make. ```bash User@Machine:~$ premake gmake2 ```