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 e53b409dd0 Update docs 11 anos atrás
docs e53b409dd0 Update docs 11 anos atrás
engine 241f831fac Fix segfault on uniform update 11 anos atrás
exporters 4c6753b2c3 Use pixels for regions in sprites 12 anos atrás
genie 9890f8363e Add OpenAL config for linux 11 anos atrás
samples 7d187ddbe3 Update sample 11 anos atrás
shots 7beb062ba5 Update screenshot 11 anos atrás
third e32adb6178 Update bx and bgfx 11 anos atrás
.editorconfig a76b16383f Update .editorconfig 11 anos atrás
.gitattributes b52970d768 Build luajit from makefile 11 anos atrás
.gitignore 511d38ff58 Cleanup 11 anos atrás
.gitmodules e32adb6178 Update bx and bgfx 11 anos atrás
LICENSE 012bf4893d Update copyright notice 11 anos atrás
README.md 5a66c3abfc Update README.md 11 anos atrás
makefile b4c5bcef52 Cleanup 11 anos atrás

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)