Another rendering system.
A C++ game game engine made for learning purposes over the span of a summer.
Development stopped in favor of Godot,
which is open source and drastically improved after release 3.0.
- Compiles and runs on Windows and Linux (mainly developed on Linux & QtCreator)
- Fiber-based task-parallel system as described by Naughty Dog. Most of the design decisions were made with this in mind.
- Full rendering backend abstraction (stateless command queue) and an implementation over OpenGL 3.3. Similar to how sokol-gfx is implemented, drawcalls are sorted to minimize state changes (ex. rebining textures).
- Full modularity, separation between game and engine code, and entity-component-system design
- Filesystem abstraction similar to PhysicsFs
- glTF 2.0 support
- (Very limited) Bullet Physics support
- Can use rpmalloc as memory allocator (unstable on Windows)
Install required build dependencies (see Core/3rdparty/CMakeLists.txt) and use CMake to compile the project.
The engine itself is not useful on its own; it needs a App.so (App.dll on Windows) shared library from which to load game code from.
App.so should link to the Ares executable (yes, not the other way around); the easiest way to do so is via CMake:
add_subdirectory(Ares/) #< Points to Ares source code
target_link_libraries(App PUBLIC Ares.Core)
You must then implement two functions (see Core/App/AppModule.hh):
#include <Ares/Core/App/AppApi.h>
ARES_API Module* ARES_loadAppModule();
ARES_API ARES_unloadAppModule(Module* loadedModule);
On engine startup the main game Module will be loaded from App.so; all game logic should be dispatched by the game module. This is similar to the concept of "game as a shared library" used by Quake.