"I'm da besssss"
What is done:
- Build targets:
- Desktop (SDL, tested on OSX)
- iOS
- Graphics engine:
- Can load shaders and draw with them
- Can load SDL surfaces into OpenGL textures
- Camera tracking
- Can render TMX tile maps
- Parallax layers
- Sprite animations
- Physics engine:
- Can use Chipmunk because writing a Physics engine is hard
- Basic Hitboxes
- Collision Sensors
- Audio engine:
- OGG support
- Seamless music queueing and looping
- Sound effects
- Scripting engine:
- Entity control scripts
- Interaction scripts
- Scene scripts
What is not yet done:
- Audio engine:
- Spatialization
- Graphics engine:
- Keyframe animations
- Scripting engine:
- Camera bindings
- Space bindings
- Tile map bindings
- Scene manager
- Debug tools:
- Entity inspector
Bugs:
- Debug text currently dead
- Tile maps should be disposed of more thoroughly (destroy is leaking)
- Parallax zoom is sliiiightly weird
- Weird camera humping as tracked entity is rotating
- Getting "snagged" on ground tiles
Code Gripes:
- Too many cpp directives, not enough platform specific modules
# Ya gonna need dis stuf!
brew install sdl sdl_image sdl_ttf sdl_mixer libogg libvorbis
# Also install OpenAL Soft
# http://kcat.strangesoft.net/openal.html
make submodules
make game
./game
If you are trying to build the XCode project, you need to build the submodule
make submodules
Acknowledgements: Learn C the Hard Way by Zed Shaw, Chipmunk Physics by Howling Moon Software, Lua 5.2.1 by PUC-Rio