Building a custom engine for games
https://barink.dev
Nigel Barink
f37175a01e
Entities can be selected using the scene-explorer, Components can be viewed and edited through the inspector , empty Entities can be added through the mainmenu bar |
||
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BarinkEngine | ||
Editor | ||
ImGui | ||
ImGuizmo | ||
libs | ||
Runtime | ||
SandboxApp | ||
Screenshots | ||
.gitattributes | ||
.gitignore | ||
.gitmodules | ||
premake5.lua | ||
README.md | ||
TODO.md |
BarinkEngine
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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
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