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Game Engine Framework for the D programming language

License: MIT License

GLSL 0.57% D 90.28% Shell 0.90% CSS 6.12% JavaScript 2.13%
enet ode game-engine-framework imgui gamedev dlang d

unecht's Introduction

unecht Stories in Ready Build Status Docs

Game Engine Framework written in #dlang

menus dragdrop openassimp enet based networking

features

  • editor mode to inspect scene at runtime
  • component based design (think unity3d)
  • integrated physics engine (ODE)

dependecies

  • opengl 3.3 (core profile) compatible graphics/drivers
  • glfw library (link)
  • ODE physics library (link)
  • freeimage library (link)
  • frame profiling: despiker binary right besides engine binary (guide)
  • cimgui library (link)
  • steamworks library (link) (optionally enabled using EnableSteam version)
  • openassimp library (link) (just in a sample for now)
  • fmod library (link) (just in a sample for now)
  • enet library (link) (just in a sample for now)
  • SDLang as a serialization format (https://sdlang.org/)

unecht's People

Contributors

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Stargazers

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unecht's Issues

recursive enable/disable

  • support enable/disable recursively toggling children
  • toggle sibling components when toggling sceneNode component
  • trigger onEnable/onDisable methods

cleaning up stuff

right now most of the gl opjects are totally leaked, components cannot be removed, entities cannot be removed, this needs work

Centered in window

I got your project to build over the weekend and was able to run this on a Macbook Retina as well as another mac that isn't. (I took my libglfw.3.dylib along with the compiled program on a jump drive to run on the other machine.)

I noticed that on the Macbook Pro Retina, the image that your drawing with OpenGL is in the bottom left hand corner, but when I ran it on my other mac the image was centered in the screen. I don't currently have a screenshot of the one where it's centered but just wanted to mention this as I wasn't sure if this was intentional or not.

(ScreenShots are from Macbook Pro Retina)
screen shot 2015-03-21 at 2 23 48 pm

screen shot 2015-03-23 at 2 12 46 pm

optimize component processing

right now this is horrably slow brute force implemented using recursive scenegraph processing, see gatherAllComponentsin scenegraph

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