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sengine

A custom--unfinished--game engine written in C++

Setup

Installing

This is designed to easily be added to your thirdparty folder as a git submodule.

cd .\thirdparty\
git submodule add https://github.com/stoozey/sengine.git
git submodule update --init --recursive

CMake

Put this black magic in your project's CMakeLists.txt:

if(CMAKE_BUILD_TYPE STREQUAL "Debug")
    add_compile_definitions(SENGINE_DEBUG)
endif()

set(CMAKE_LIBRARY_OUTPUT_DIRECTORY ${CMAKE_BINARY_DIR})  
set(CMAKE_RUNTIME_OUTPUT_DIRECTORY ${CMAKE_BINARY_DIR})

main.cpp

The engine is accessible through a global g_Engine pointer. Before you use the engine, you must call g_Engine->Initialize(). Afterwards, you can add any managers/loop runners you need and then call g_Engine->RunLoop(). Once the loop exits, you should reset the engine pointer to free its resources.

#include <core/engine.hpp>
#include <managers/asset_manager.hpp>
#include <loop_runners/entity_loop_runner.hpp>

int main(int argv, char **args) {
    g_Engine->Initialize();
    
    g_Engine->AddManager<managers::AssetManager>();
    g_Engine->AddLoopRunner<loopRunners::EntityLoopRunner>();
    
    g_Engine->RunLoop();
    
    g_Engine.reset();
    return 0;
}

Datafiles

Datafiles are copied to the output directory upon build.

Create a folder in your project's root directory called datafiles. Inside that, make another folder called resources.

Assets should be stored in datafiles > resources > assets. All assets should be placed in their respective sub-folders. The folder is called the non-plural name of the asset type (texture, shader, model, etc.).

Examples

I have a couple of test projects using sengine:

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A custom game engine written in C++

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