The Development of the Libre-Engine
Posted: 22 Mar 2017, 01:52
Hello all, i have been working on a game engine and editor similar to Godot. This has been a hobby project for about 6 months now. I have been hosting it here:
https://github.com/FOSS-society/libre-engine/tree/develop
The Engine API itself uses Lua5.2 and SDL2 (taken from package repositories under liblua5.2-dev and sdl2-dev) as well as SDL2_image, GLEW and cerial (for serialization)
The Editor API uses QT to setup an editor enviornment for when i can start prototyping games from it
The Sandbox folder contains a test file that links directly to the engine (bypassing the editor ) and unit tests specific functions for me.
If anyone is interested in contributing to the engine I have a design document under docs directory. Currently there are 4 branches , master (which hasnt been pushed to because there hasnt been an actual release yet), develop (where i usually work in), features (a branch i just havent deleted yet) and clim (another useless branch). As more people decide to contribute i may change the flow of the repository ( development branch will be forked for features of sorts).
Todo:
Create TileMap Editor
Finished:
GLSL Syntax highlighting
Mid-Week Update:4-5-17
image hosting above 5 mb
(Click for full image)
The shader editor at the moment has basic implementation for the QTableWidget in the middle. The box above that is the QGraphicsWidget (if im not mistaken) which will show the model that is currently in use (still to be implemented), to the left is the editor, which will load specific shaders to be written and manipulated .
EDIT : GLSL Highlighting implemented! 4/5/2017
(Click for full image)
The script editor is where you can design scripts for the games you create. This has a built-in Lua Syntax Highlighter, it can open multiple files (through the tab system), Save the files, or create a new file. I would like to soon be able to compile scripts with the Compile button, thats a matter of creating a QProcess with luac as an arguement, and piping the output to the list view under the editor.
https://github.com/FOSS-society/libre-engine/tree/develop
The Engine API itself uses Lua5.2 and SDL2 (taken from package repositories under liblua5.2-dev and sdl2-dev) as well as SDL2_image, GLEW and cerial (for serialization)
The Editor API uses QT to setup an editor enviornment for when i can start prototyping games from it
The Sandbox folder contains a test file that links directly to the engine (bypassing the editor ) and unit tests specific functions for me.
If anyone is interested in contributing to the engine I have a design document under docs directory. Currently there are 4 branches , master (which hasnt been pushed to because there hasnt been an actual release yet), develop (where i usually work in), features (a branch i just havent deleted yet) and clim (another useless branch). As more people decide to contribute i may change the flow of the repository ( development branch will be forked for features of sorts).
Todo:
Create TileMap Editor
Finished:
GLSL Syntax highlighting
Mid-Week Update:4-5-17
image hosting above 5 mb
(Click for full image)
The shader editor at the moment has basic implementation for the QTableWidget in the middle. The box above that is the QGraphicsWidget (if im not mistaken) which will show the model that is currently in use (still to be implemented), to the left is the editor, which will load specific shaders to be written and manipulated .
EDIT : GLSL Highlighting implemented! 4/5/2017
(Click for full image)
The script editor is where you can design scripts for the games you create. This has a built-in Lua Syntax Highlighter, it can open multiple files (through the tab system), Save the files, or create a new file. I would like to soon be able to compile scripts with the Compile button, thats a matter of creating a QProcess with luac as an arguement, and piping the output to the list view under the editor.