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Welcome to Sol-Framework!

Sol is a C++ framework that eases the creation of high-performance 2D games for iOS.

PLEASE NOTE: This project is still under development and may change significantly between releases.

It is a hobby project for my own pleasure and learning experience, so unless some kind soul volunteers to help out, updates will be made on my own schedule. I wrote this framework from scratch and by myself (except for the 3rd party libraries of course), so there are probably a number of bugs and issues. Suggestions and contributions are welcome! There are comments in the source to explain some things, but I am currently in the process of adding actual documentation and example code.

Efficiency, ease of use, and flexibility are the primary design goals of Sol. If you think there is a way to better accomplish these goals, let me know so I can make any necessary changes.

It should be simple enough to port, since it's written in C++11 using just a bit of Objective-C for the iOS-specific code. The only things that would need to be rewritten are the application lifecycle (setup/teardown/main loop/pause), touch and accelerometer input, and filepath adjustment.

Uses the MIT license (see LICENSE for details)

Features:
Supports iPhone and iPad, including retina display
Uses OpenGL ES 2.0
Scenegraph to allow heirarchy of objects
Batch rendering of sprites
TTF font rendering
Physics with chipmunk
Smart resource manager avoids loading duplicates of resources
Audio using ogg vorbis. Stream or load the whole file into memory
TexturePacker integration for simple sprite sheet creation

Plans for the future:
Android
Networking

Questions? Comments? Suggestions? Email me at gwthomas@berkeley.edu or join the Facebook page for discussion and announcements at http://www.facebook.com/solframework

I hope you enjoy using Sol as much as I enjoy writing it! :) Garrett Thomas

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A C++ framework to ease the creation of high-performance 2D games for iOS

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