Doyle Thai
aeeef1a60f
Add some system that allows us to automatically define and allocate different application states at runtime without having to manually make the entries into our game state structure. It's basically an array of pointers determined by the app states defined in the appstate enum. This is necessary since different modes, (start menu, options, game world) have different data and we'd like to be able to define them uniquely. |
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data | ||
extern | ||
src | ||
.gitattributes | ||
.gitignore | ||
Dengine.sln | ||
Dengine.vcxproj | ||
Dengine.vcxproj.filters | ||
README.md |
Dengine
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.
Milestones
Milestones/features/capabilities that have been added to the engine.
"Handmade" API
- Custom Standard Library: (improved as is required) (e.g. strlen, atoi, itoa)
- Custom Math Library: (improved as is required)
- Custom String Library
- Custom Memory Allocator: alloc memory from preallocated blocks
- Custom XML Parser: for reading game data config
Rendering
- Animation playback: from spritesheets
- Batched rendering: minimise draw calls grouped on texture & color modulation
- Generate on runtime bitmap font sheet from font file
- Rendering sprites: through GLEW and GLFW to OpenGL programmable pipeline
- Rendering rects and text
Other
- Audio API: through OpenAL and STB Vorbis for audio functionality
- Audio streaming
- Asset loading system using hashtables
- Collision using AABB
- Debug services/display
- Input parsing, delayed, raw read
- IMGUI style GUI: Buttons, textfields, scroll bars
- Moveable windows
- Primitive entity system
- Primitive battle system
Building
Dengine is currently being developed using Visual Studio 2015. You can build the project by executing the (preferred) build.bat in the src folder, or simply opening the project in Visual Studio and compiling.
Additionally, an OpenAL-Soft DLL is required which can be downloaded from the Window pre-built binaries of OpenAL here.
NOTE: Assets are not included in the repository.
Dependencies
- GLEW: Cross platform OpenGL wrapper.
- GLFW: Cross platform OpenGL Application creation.
- STB: Single file utility libraries by Sean Barrett.
- OpenAL-Soft: Software implementation of the OpenAL 3D audio API.