Building a custom engine for games
https://barink.dev
Nigel Barink
145338d666
This refactor of the editor code makes the code more maintainable. All widget objects have now moved away from RAII and are now just allocated object that live for the entirety of the applications lifetime. This feels better as I am used to this style plus constantly pushing and popping objects from the stack seems a little wasteful (although I as of right now have no way to prove that it is ). |
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Editor | ||
ImGui | ||
ImGuizmo | ||
libs | ||
Runtime | ||
SandboxApp | ||
Screenshots | ||
yaml-cpp | ||
YoggieEngine | ||
.gitattributes | ||
.gitignore | ||
.gitmodules | ||
buildSolution.bat | ||
DEVELOPMENT.md | ||
libraries.lua | ||
premake5.lua | ||
README.md | ||
SHOWCASE.md | ||
TODO.md |
Yoggie Engine
Goal
Must support building a full game in 48 hours. The goal is to build a mature enough engine to be capable of using during game jams.
Features
NOTE: Just because it is listed as a feature here does not imply it has been nor guarantees it ever will be implemented
- Rendering
- OpenGL
- Vulkan
- Metal (Possibly)
- Logging
- Different for debug and release
- Physics
- PhysX
- Jolt Physics
- Entity Component system
- Graphical scripting (Possibly)
- Scripting support
- LUA
- C# (for object orientated approaches to gamedev)
- Configuration options
- JSON
- YAML
- INI