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 c47cd342b5 Update documentation пре 11 година
bin 44a9d75901 Add premake4 binaries пре 11 година
documentation c47cd342b5 Update documentation пре 11 година
engine 82f7c1609e Add Device.console_send() пре 11 година
exporters 4c6753b2c3 Use pixels for regions in sprites пре 11 година
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samples 4741a6a99e Update hello world sample пре 11 година
shots aacb13f087 Update console shot пре 11 година
third 971c7c2893 Update bgfx and bx пре 11 година
tools deb3f0d4fb fix and improve starter - CROWN_OUTPUT_DIR must be defined пре 11 година
.gitattributes b52970d768 Build luajit from makefile пре 11 година
.gitignore b52970d768 Build luajit from makefile пре 11 година
.gitmodules b951f08d02 Add bgfx and bx to third пре 11 година
COPYING.txt 007af36927 update license пре 11 година
README.md ed65fc0163 Update README.md пре 11 година
makefile a21f7a64f9 Add initial Lua API documentation пре 11 година

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.