An Integrated Game Development Environment (IGDE) — eliminating multi-app workflow bloat by unifying engine runtime, asset design, code IDE, and profiling into one performant workspace.
TimeEngine is a cross-platform Integrated Game Development Environment (IGDE) designed for 2D game development and deterministic simulation research.
Traditional game development forces creators to constantly context-switch between fragmented external software — digital art suites (Photoshop, Inkscape), external code IDEs, particle editors, and separate engine runtimes.
TimeEngine aims to eliminate this multi-app overhead by building an all-in-one, high-performance in-editor ecosystem where designers and programmers can author code, craft procedural 2D assets, profile memory/frame timings, and execute game logic inside a single native workspace.
Note
Development Status: The full IGDE multi-app replacement vision (in-engine vector/raster art creation) and deterministic time manipulation (snapshot rewind & time dilation) are core architectural goals currently under active development. See ROADMAP.md.
- C++20 Compliant Compiler:
- Windows: MSVC (Visual Studio 2022 v143+), MinGW-w64 (GCC 13+), or LLVM Clang-cl (17+)
- macOS: Apple Clang / Xcode 15+ (macOS 13+)
- Linux: GCC 13+ or Clang 17+
- Build Tools: CMake 3.20+ and Git
-
Clone the repository:
git clone --recursive https://github.com/1SHAMAY1/TimeEngine.git cd TimeEngine -
Initialize Submodules (Required for all platforms):
bash Scripts/SetupSubmodules.sh
-
Generate Workspace & Project Files:
- Windows (Visual Studio / MSVC):
Scripts\Windows\MSVC\GenerateProjectFiles.bat
- Windows (MinGW / GCC):
Scripts\Windows\MinGW\GenerateProjectFiles.bat
- Windows (LLVM Clang-cl):
Scripts\Windows\Clang\GenerateProjectFiles.bat
- macOS (Xcode):
bash Scripts/Mac/Xcode/GenerateProjectFiles.sh
- macOS (Makefiles / Apple Clang):
bash Scripts/Mac/Makefiles/GenerateProjectFiles.sh
- Linux (Makefiles / GCC & Clang):
bash Scripts/Linux/GenerateProjectFiles.sh
- Windows (Visual Studio / MSVC):
-
Build the Engine & Editor:
- Windows (MSVC):
- Debug:
Scripts\Windows\MSVC\BuildDebug.bat - Commercial Release:
Scripts\Windows\MSVC\BuildCommercialRelease.bat
- Debug:
- Windows (MinGW):
- Debug:
Scripts\Windows\MinGW\BuildDebug.bat - Commercial Release:
Scripts\Windows\MinGW\BuildCommercialRelease.bat
- Debug:
- Windows (Clang):
- Debug:
Scripts\Windows\Clang\BuildDebug.bat - Commercial Release:
Scripts\Windows\Clang\BuildCommercialRelease.bat
- Debug:
- macOS (Xcode):
- Debug:
bash Scripts/Mac/Xcode/BuildDebug.sh - Commercial Release:
bash Scripts/Mac/Xcode/BuildCommercialRelease.sh
- Debug:
- macOS (Makefiles):
- Debug:
bash Scripts/Mac/Makefiles/BuildDebug.sh - Commercial Release:
bash Scripts/Mac/Makefiles/BuildCommercialRelease.sh
- Debug:
- Linux (Makefiles):
- Debug:
bash Scripts/Linux/BuildDebug.sh - Commercial Release:
bash Scripts/Linux/BuildCommercialRelease.sh
- Debug:
- Windows (MSVC):
-
Clean & Maintenance Scripts:
- Windows Clean:
Scripts\Windows\CleanProjectFiles.bat - macOS Clean:
bash Scripts/Mac/Xcode/CleanProjectFiles.shorbash Scripts/Mac/Makefiles/CleanProjectFiles.sh - Linux Clean:
bash Scripts/Linux/CleanProjectFiles.sh - OS File Associations (
.teproj/.tescene):- Windows:
Scripts\Windows\RegisterFileExtension.bat - macOS:
bash Scripts/Mac/Xcode/RegisterFileExtension.sh - Linux:
bash Scripts/Linux/RegisterFileExtension.sh
- Windows:
- Windows Clean:
- 💬 GitHub Discussions — Join our community to ask questions, share game showcases, pitch RFCs, and discuss engine architecture.
- 🤝 .github/CODE_OF_CONDUCT.md — Our pledge and standards for a welcoming, inclusive community.
- 🏛️ Docs/ARCHITECTURE.md — Core subsystems, ECS components, rendering backends, vendor wrappers, and MCP automation specs.
- 📄 Docs/ROADMAP.md — Feature milestones and time-manipulation architecture plans.
- 🤖 llms.txt / llms.md — LLM architecture summary, coding rules, vendor wrapping guidelines, and MCP server tools.
- 🤝 .github/CONTRIBUTING.md — Guidelines for code style, submodules, and PR submissions.
This project is licensed under the MIT License.




