Building a custom engine for games https://barink.dev
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Nigel Barink 644b6db100 More official engine name
Updating name in readme, added more recent screenshot
2022-11-04 09:56:38 +01:00
BarinkEngine Additions to editor 2022-11-03 20:33:14 +01:00
Editor Additions to editor 2022-11-03 20:33:14 +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 ImGuizmo submodule 2022-11-03 10:42:57 +01:00
Runtime Adding / organizing the workspace into multple seperate projects 2022-10-22 14:58:55 +02:00
SandboxApp Performance sampler added 2022-10-30 16:25:18 +01:00
Screenshots More official engine name 2022-11-04 09:56:38 +01:00
.gitattributes More official engine name 2022-11-04 09:56:38 +01:00
.gitignore Adding / organizing the workspace into multple seperate projects 2022-10-22 14:58:55 +02:00
.gitmodules Adding ImGuizmo submodule 2022-11-03 10:42:57 +01:00
Features.md More official engine name 2022-11-04 09:56:38 +01:00
premake5.lua Adding ImGuizmo submodule 2022-11-03 10:42:57 +01:00
README.md More official engine name 2022-11-04 09:56:38 +01:00
TODO.md Moving to a single renderer instance system 2022-10-08 15:34:02 +02:00

Yoggie Engine

Screenshots



Planning

see TODO
see Features NOTE:

The planning is moving away from markdown in favor of gitea Projects. New planning will be visible on this page.

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

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.

User@Machine:~$ premake gmake2