Doyle Thai
d49811358a
On delete entity, old entries were not being cleared out causing bullets being the most commonly spawned object to inherit unusual behaviour from "dead" entities. Fixed by ensuring on entity delete the entity entry is cleared out. Also add rendering guard against malformed vertex points. The renderer has a strict requirement that all polygons passed in are CCW. Bullets were being formed with the mindset of a triangle strip causing it to render incorrectly. Now renderer checks ordering of polygons points and asserts if incorrect. It works based off calculating the bounding area polygons, where in CCW order this will produce a negative result and positive for CW order. |
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src | ||
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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.