ArmyEngine was written to be simple and modular, and was developed in order to get a better understanding of design principles behind game design.
The basic game design pattern used to develop this engine was the Entity-Component-System pattern. The full approach is outlined in this article http://piemaster.net/2011/07/entity-component-artemis/
For a basic understanding, the engine consists of entities, and these entities are assigned components that describe what those entities can do.
Copyright (C) 2013 Benjamin Zaporzan
This program is free software: you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, either version 3 of the License, or (at your option) any later version.
This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details.
You should have received a copy of the GNU General Public License along with this program. If not, see http://www.gnu.org/licenses/.
Compiling requires Visual Studio 2012 (VS11)
Choose to configure for Release and compile. Several Examples can be found in ./UnitTests/ with Test_ArmyEngine and Test_ArmyEngine2 being the most sophisticated.
Documentation can be found at ./docs/latex/refman.pdf
Their is also an html site available at ./docs/html/
Site for armyengine documentation http://benzap.github.io/armyengine/
- Physics Component with Physics System
- Refactoring Event System
- Optimizing Collision System and Sprite System