A 3D game development framework
Version 0.0.2
DevEngine is written in C++. It is aimed to be a powerful cross-platform game development framework, which will hopefully evolve into a complete game engine. DevEngine uses OpenGL for rendering.
Please note that DevEngine is heavily a work in progress, and many things will change in the future. Also the licensing may change in the future.
The framework subsystems are layered in a way that prevents circular dependencies. This makes subsystem development and testing more independent.
All platform dependent code is located in a single subsystem/layer. Supporting new platforms and maintaining existing ones is fast and easy.
Game content (assets) are managed by a central component, which loads all supported content types via a single method. Also, users can easily add support for custom content types.
- Proper memory management
- Proper multithreading support
- Linux (tested on Xubuntu 14.04 x64)
- Windows (tested on Windows 7 x64 and Windows 10 x64)
Clang 3.3 or GCC 5.1, and (GNU) Make 3.81 is required (older versions of Make may also work).
The project depends on the following additional libraries:
- libc++ (Clang) or libstdc++ (Clang and GCC)
- libGL(.so)
- libX11
- libXrandr
Call make
in the root directory. See the root makefile for configuration.
Visual Studio 2015 is required.
Open build/devengine.sln and build the solution. libpng and zlib projects are excluded from "Build Solution" on Debug configuration, and they need to be built separately. This way, when rebuilding the entire solution, they don't need to be rebuilt and some time is saved.
- libpng 1.6.21
- GLX, OpenGL and WGL API header files
- zlib 1.2.8
Copyright 2015-2016 Eetu 'Devenec' Oinasmaa
Licensed under GNU General Public License.
The third party source code may be licensed under different licenses, as described in LICENCE-3RD-PARTY.txt