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About

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.

License

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/.

Installation

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

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/

Upcoming Changes

  • Physics Component with Physics System
  • Refactoring Event System
  • Optimizing Collision System and Sprite System

About

Engine containing a simple game as an example

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