Steel is a 2D OpenSource C++ Engine with C# scripting support.
- Windows, Linux and Android (WIP) support
- Fast 2D sprites batch rendering (using OpenGL)
- Aseprite integration
- 2D physics support (using Box2D)
- Basic sounds (using OpenAL)
- Full built-in ECS created from scratch
- Simple sprites animation system
- Fast built-in UI library powered by engine's rendering system
- Full support of C# scripting with documented API (using Mono)
- editor - contains engine editor project
- engine - contains engine sources that can be compiled into library
- examples - contains example projects
- platform - contains platform specific projects for building base application powered by Steel Engine
- scripting - contains projects to compile scripts dll. SteelCore is used to expose engine API to custom scripts, SteelCustom is a custom scripts project template
- tests - contains autotests for various engine systems
Project requires Mono to be installed (https://www.mono-project.com/docs/getting-started/install/)
Windows, Linux and Android are currently supported. On windows for now it can only be compiled with VS compiler. Android is in progress, as it does not support scripting with mono yet.
- Build SteelCore C# project (scripting/SteelCore)
- Build SteelCustom C# project (scripting/SteelCustom)
- Build Application executable (platform/desktop)
- Run Application
There is currently an option in CMakeLists to enable distribution build. It will disable console and debugging functionality and use local paths for dependencies. This option is not finished and for now it is required to collect project files by hands (resources, dependencies dlls, scripting dlls). Later this option will help to build an all-in-one final application.
Engine performance will drastically increase if built in release configuration.
Scripting API is very similar to Unity. Some basic examples can be found in scripting/SteelCustom/GameManager.cs and projects examples. To create your own application logic expand SteelCustom project: create ScriptingComponents inheritors, override event functions, create starting scene file and set it in application config. Application resources loaded with ResourcesManager will be searched in /resources folder.