avuorinen / PropellerEngine

Open source version of the PropellerEngine. Cross platform C++ game-engine.

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Propeller

Screenshot

This is the opensource/public version of the PropellerEngine, it is result of almost 2 years of part-time development from one programmer.

For more information about the engine, I recommend you to read the postmortem.

Main features that have been working

  • Integrated editor written in C#
  • Fully working entity/component/system
  • Property system
  • Full serialization support of game state
  • Multiplatform input system with binds (Gamepad support, etc)
  • Flexible cvar/command system
  • RCC++ (Currently disabled due to some issues)
  • 2D/3D Rendering with D3D11 and OpenGL
  • Automated shader pipeline
  • Custom archive formats
  • 2D physics using Box2D
  • 3D physics using Bullet
  • And a lot of stuff you can expect from a game-engine

So far the engine has support for the following platforms:

  • Windows
  • Linux
  • Mac
  • HTML5
  • Android
  • PS4

Due to licensing, PS4 code is removed from the engine. Mac and HTML5 versions have not been fully maintained lately.

Thirdparty libraries used:

  • Boost 1.55
  • Box2D
  • Bullet
  • catch.h
  • DirectXTK
  • glew
  • JsonCpp
  • LodePNG
  • stb_truetype.h
  • xxhash

About

Open source version of the PropellerEngine. Cross platform C++ game-engine.

License:BSD 2-Clause "Simplified" License


Languages

Language:C++ 81.2%Language:C# 11.0%Language:C 4.8%Language:HLSL 1.2%Language:Batchfile 1.2%Language:Lua 0.6%Language:Objective-C 0.0%Language:Shell 0.0%