A complete and cross-platform game engine designed for flexibility, performance, and fast-iterations.

url: www.crownengine.org

Topics:
#windows #linux #gamedev #lua #game-engine #data-oriented-design #data-driven #game-development #3d #2d

Daniele Bartolini 3f7ccd2076 Fix windows build 11 éve
docs 62fb4a1947 Cleanup 11 éve
engine 3f7ccd2076 Fix windows build 11 éve
exporters 4c6753b2c3 Use pixels for regions in sprites 12 éve
genie 9890f8363e Add OpenAL config for linux 11 éve
samples 7d187ddbe3 Update sample 11 éve
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third 9890f8363e Add OpenAL config for linux 11 éve
.editorconfig 69aa2d58eb VIM fails to understand curly brackets syntax 11 éve
.gitattributes b52970d768 Build luajit from makefile 11 éve
.gitignore 5afd61efd8 Ignore lua build outputs 11 éve
.gitmodules b951f08d02 Add bgfx and bx to third 11 éve
LICENSE 012bf4893d Update copyright notice 11 éve
README.md 5a66c3abfc Update README.md 11 éve
makefile 06ec520c40 Build OpenAL on MSVC too. 11 éve

README.md

Lightweight and flexible cross-platform game engine.

##What is it?

It is a general purpose data-driven game engine, written from scratch with a minimalistic and data-oriented design philosophy in mind.

##Screenshots

TCP/IP console with autocomplete and color-coded output highlighting.

console

[WIP] Node editor.

node-editor

##Dependencies

PhysX 3.3.x (https://developer.nvidia.com/physx-sdk)

##Building

Getting source

$ git clone https://github.com/taylor001/crown.git
$ cd crown
$ git submodule init
$ git submodule update

Prerequisites

Prerequisites for Android

Android NDK (https://developer.android.com/tools/sdk/ndk/index.html)

$ export ANDROID_NDK_ROOT=<path/to/android_ndk>
$ export ANDROID_NDK_ARM=<path/to/android_ndk_arm>
$ export PHYSX_SDK_ANDROID=<path/to/physx_sdk>

Prerequisites for Linux

$ export PHYSX_SDK_LINUX=<path/to/physx_sdk>

Prerequisites for Windows

GnuWin32 make (http://gnuwin32.sourceforge.net/packages/make.htm)
GnuWin32 coreutils (http://gnuwin32.sourceforge.net/packages/coreutils.htm)
GnuWin32 libiconv (http://gnuwin32.sourceforge.net/packages/libiconv.htm)
GnuWin32 libintl (http://gnuwin32.sourceforge.net/packages/libintl.htm)

$ setx PHYSX_SDK_WINDOWS <path/to/physx_sdk>
$ setx DXSDK_DIR <path/to/dxsdk>

Building

$ make <configuration>

Configuration is <platform>-<debug/development/release>[32|64]. E.g.

linux-debug64, linux-development64, linux-release64, android-debug, windows-debug32 etc.

Documentation

There is pretty extensive documentation for both C++ and Lua API.

Prerequisites

Doxygen (http://www.doxygen.org)
Docutils/reStructuredText (http://docutils.sourceforge.net)

Building

$ make docs

##Samples

When running a sample your current directory has to be <install-path>/bin/<platform[32|64]>. To run a sample on 64-bit linux debug mode:

$ ./linux-debug-64 --source-dir <full/sample/path> --bundle-dir <full/destination/path> --compile --platform linux --continue

###01.hello-world

Engine initialization and shutdown.

##Tools

A number of tools can be found at https://github.com/taylor001/crown-tools

Contributors

In alphabetical order.

Michele Rossi (@mikymod)
Simone Boscaratto (@Xed89)