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The GammaEngine game library - OpenGL 4.3+, ES 2.0 and Vulkan backends on the way

C++ 92.28% C 0.13% GLSL 3.08% CMake 2.52% Makefile 0.27% Shell 0.49% Objective-C 0.05% Objective-C++ 1.18%

gammaengine's Introduction

GammaEngine

The Gamma Engine Library is a heavy game engine, providing every functions to create a complete game without any other external library. It will be multi-threaded by design, and only working with latest rendering technologies (except for GL ES 2.0 which is getting old, but many mobile devices are still using it).

Current status : far away from release

Building

To compile GammaEngine, you will need the following dependancies :

  • CMake
  • libjpeg
  • libpng
  • libfreetype

mingw32-w64 is also required to build GE on win32 OS.

Pre-compiled binaries are also available here : http://ci.drich.fr/job/GammaEngine/

Documentation

Full documentation is available here : http://doc.drich.fr

Sample code

Here is the minimal source code to show a window using GammaEngine

#include <gammaengine/Instance.h>
#include <gammaengine/Window.h>
#include <gammaengine/Input.h>

using namespace GE;

int main( int ac, char** av )
{
	Instance* instance = Instance::Create( "GammaEngine application", 1 );
	Window* window = instance->CreateWindow( "Hello GammaEngine !", 1280, 720, Window::Resizable );

	while ( 1 ) {
		window->Clear( 0xFF202020 );
		window->SwapBuffers();
	}

	delete window;
	delete instance;
	return 0;
}

You can compile it using g++ -std=c++11 filename_you_choose.cpp -lgammaengine

Advanced samples can be found in the documentation (http://doc.drich.fr)

gammaengine's People

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gammaengine's Issues

Font doesn't fail gracefully

Example:

Font* font = new Font( "DejaVuSan.ttf", 48 );

where DejaVuSan.ttf doesn't exist. Then hm, a big ol' segfault.

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