Building a custom engine for games https://barink.dev
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Nigel Barink 145338d666 Editor Refactor
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 ).
2023-01-14 17:27:37 +01:00
Editor Editor Refactor 2023-01-14 17:27:37 +01:00
ImGui Adding / organizing the workspace into multple seperate projects 2022-10-22 14:58:55 +02:00
ImGuizmo Adding ImGuizmo submodule 2022-11-03 10:42:57 +01:00
libs Adding physx and fixing memory allocation of AssetView 2022-12-22 17:16:09 +01:00
Runtime Engine clean 2022-11-04 14:14:53 +01:00
SandboxApp Engine clean 2022-11-04 14:14:53 +01:00
Screenshots Updated Markdown Documents 2022-12-28 23:49:55 +01:00
yaml-cpp Editor console basics and more dependencies 2022-11-05 12:29:50 +01:00
YoggieEngine Editor Refactor 2023-01-14 17:27:37 +01:00
.gitattributes Editor Asset explorer setup 2022-11-10 21:50:27 +01:00
.gitignore Adding / organizing the workspace into multple seperate projects 2022-10-22 14:58:55 +02:00
.gitmodules Editor console basics and more dependencies 2022-11-05 12:29:50 +01:00
buildSolution.bat Engine clean 2022-11-04 14:14:53 +01:00
DEVELOPMENT.md Updated Markdown Documents 2022-12-28 23:49:55 +01:00
libraries.lua Working on scene and project serialisation 2022-11-05 12:50:01 +01:00
premake5.lua Precompiled header for the engine core library 2022-11-05 20:14:36 +01:00
README.md Updated Markdown Documents 2022-12-28 23:49:55 +01:00
SHOWCASE.md Updated Markdown Documents 2022-12-28 23:49:55 +01:00
TODO.md Updated Markdown Documents 2022-12-28 23:49:55 +01:00

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

More docs

Todo list
Planning
Development
Show case