Building a custom engine for games https://barink.dev
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Nigel Barink 7448017701 Further abstraction of platform window handling
We could now build our own native window class and stop relying on GLFW. However this won't be important for now!
2023-01-31 18:41:46 +01:00
Editor Further abstraction of platform window handling 2023-01-31 18:41:46 +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 Updated gitignore and added submodule 2023-01-14 22:18:15 +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 Further abstraction of platform window handling 2023-01-31 18:41:46 +01:00
.gitattributes Editor Asset explorer setup 2022-11-10 21:50:27 +01:00
.gitignore Updated gitignore and added submodule 2023-01-14 22:18:15 +01:00
.gitmodules Updated gitignore and added submodule 2023-01-14 22:18:15 +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 Load the previously loaded project and scene on startup 2023-01-14 21:44:48 +01:00
premake5.lua Further abstraction of platform window handling 2023-01-31 18:41:46 +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