Building a custom engine for games
https://barink.dev
Nigel Barink
fe7e168e21
The relationship component enables us to define a hierarchy through the ECS. This creates a pathway towards Inverse Kinematics |
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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