RoninEngine is a powerful game engine for developing games and user interfaces in the C++ programming language. It provides a wide range of features to create high-quality applications with ease and performance in mind.
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Convenient resource and settings initialization: RoninEngine offers intuitive tools to kickstart development without unnecessary complications.
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CamelCase for readability: The code in RoninEngine follows the CamelCase style, making it understandable and easily readable for developers.
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Support for C++17 and higher: We use modern C++ language features, starting with C++17, to make working with the engine a breeze.
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Static and dynamic compilation: Choose the compilation approach that suits your project - static or dynamic.
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Effortless resource and memory management: RoninEngine helps you avoid memory leaks and ensures efficient resource management.
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Dynamic loading and unloading of worlds: Create complex games with multiple scenes and levels by loading and unloading them dynamically.
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Create your own games and GUI: RoninEngine provides the capability to create not just games but also custom user interfaces (GUI).
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Install Dependencies: Before using RoninEngine, ensure you have all the necessary dependencies installed.
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Initialize Your Project: Create a new project and initialize RoninEngine following the documentation.
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Development: Start developing your game or application using RoninEngine's powerful capabilities.
Detailed information on using RoninEngine can be found in the documentation.
Code examples and projects created using RoninEngine are available in the examples folder.
If you have questions, suggestions, or just want to contribute to the development of RoninEngine, please visit our forum and GitHub repository.
RoninEngine is distributed under the LICENSE.
#cloning sources
git clone "https://github.com/badcast/ronin-engine.git"
#into directory
cd ronin-engine
#make build directory
mkdir build
#into directory
cd build
#set build type to Release (see Debug, MinSizeRel, Release, RelWithDebInfo) from up directory (..)
cmake -DCMAKE_BUILD_TYPE=Release ..
#building, optionally multithread for all threads (-j $(nproc))
cmake --build . -j $(nproc)
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