35 lines
2.0 KiB
Markdown
35 lines
2.0 KiB
Markdown
# Dengine
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Dengine is a 2d game engine developed with OpenGL and low-level libraries in C. The main goal of Dengine is to facilitate learning from many aspects of Computer Science. Alongside Dengine a game is being built which guides the development of features for the game. Dengine is inspired by Handmade Hero, with a focus on developing as many features with minimal libraries, such that it is not too time-consuming and counter-productive to do so.
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![Asteroids Demo](extern/_assets/20161130_dengine_asteroids_low_q.gif)
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## Milestones
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Features/research that has been implemented at one point in the making of the engine.
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- Asset Management (load data into intermediate formats)
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- Audio API from OpenAL
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- Basic 2D Game Mathematics/Physics (Vector, Trig, Explicit Euler)
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- Collision Detection (Single Axis Theorem, Minkowski Sum/Diff, AABB)
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- Debug Services & Displays
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- Entity Component Systems
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- IMGUI Systems
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- Input Parsing
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- Push-Buffer Memory Systems
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- Small Size Array Optimisations
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- Standard Library Replacements (e.g. atoi, strlen, itoa, string)
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- Texture Atlas Support, Runtime Font Packing
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- OpenGL 2D Rendering Pipeline & Batching Render Calls
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## Building
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Dengine is currently being developed using Visual Studio 2015. You can build the project by executing the **build.bat** in the src folder, or simply opening the project in Visual Studio and compiling.
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Additionally, an OpenAL-Soft DLL is required which can be downloaded from the Window pre-built binaries of [OpenAL here.](http://kcat.strangesoft.net/openal.html)
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NOTE: Assets are not included in the repository. This only excludes audio as game assets are rendered with vertexes.
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## Dependencies
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- [GLEW](http://glew.sourceforge.net/): Cross platform OpenGL wrapper.
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- [GLFW](http://www.glfw.org/): Cross platform OpenGL Application creation.
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- [STB](http://www.glfw.org/): Single file utility libraries by Sean Barrett.
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- [OpenAL-Soft](https://github.com/kcat/openal-soft): Software implementation of the OpenAL 3D audio API.
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