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GameExperiment

It's really as the name says -- I'm learning how to build a game engine. The goal here is to learn C++14, RAII, graphics programming, and cross-platform development in C++. If I'm very, very unlucky, I might also have to brush up on my calculus and linear algebra.

Prereqs

Windows

  1. DirectX SDK
  2. Visual Studio 2015
  3. Premake 5 (PS> scoop install premake5)

OSX

  1. XCode
  2. GLFW ($ brew install glfw)
  3. Premake5 ($ brew install premake5)

Building

Windows

(Assuming you've used vcvars_all to place Visual Studio/MSBuild on your PATH)

PS> premake5 vs2015
PS> msbuild build/GameExperiment.sln

alternatively, to open in VS2015

PS> premake5 vs2015
PS> devenv build/GameExperiment.sln

OSX

$ premake5 xcode4
$ xcbuild build/GameExperiment.xcworkspace

alternatively, to open in XCode

$ premake5 xcode4
$ open build/GameExperiment.xcworkspace

Structure

(root directory)
 |
 |-src              // Source code
 | |- main          // Platform agnostic and game logic code
 | |- directx       // DirectX 11 Renderer
 | |- opengl        // OpenGL 3.2 Renderer
 | |- metal         // Metal Renderer
 | `- vulkan        // Vulkan Renderer
 |-bin              // Compiled binaries
 | |- release       // Release-optimised binaries
 | `- debug         // Debug-optimised binaries
 |-build            // Project files
 `- premake5.lua    // Premake configuration file, generates projects

FAQ

Q: Why are you building an engine? Why not use Unreal/Unity/Frostbyte/etc

A: If I were actually making a game, I would. But this is for learning how engines like the ones mentioned work, as well as other low-level graphics concepts.

Q: Are you actually building a game? Will it be on Steam?

A: Not really, and no.

Q: Do you accept pull requests? Can I contribute?

A: Yes! I do ask, however, that any pull requests highlight what they add, or fix, and why. That way, people who come along later can learn from my mistakes :p

Q: What platforms does it run on?

A: I test Windows 10 and OSX El Capitan. If it runs elsewhere, awesome!

Q: What graphics pipeline do you use?

A: DirectX 11 on Windows and OpenGL 3.2 on OSX. Eventually, I might look and using DirectX 12 or Vulkan (respectively), but for now that's entirely too low-level for my skillset.

Q: What scripting engine are you using?

A: For now, none. I'm investigating ChakraCore, LuaJIT, and Stackless Python.

Q: What license is this under?

A: Check below


MIT License

Copyright (c) 2015 berwyn

Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions:

The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software.

THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.

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Wherein I play with making a cross-platform game from scratch

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