Isometric canvas-based game engine. Incomplete. Dead.
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readme.md

readme.md

IsoCan

An isometric game engine written in Canvas. A learning project and not very useful in its present state.

Status

This game engine is useful only as an example of what not to do. Some learning notes:

  • Use the entity/component rather than a traditional object oriented approach
  • Use NPM and Browserify/Webpack to simplify development and modularity.
  • See anotheriso for another incomplete, but less irredeemable engine.

Rationale

They said "You can't do it!" and I said "I so can!" Then I came up with an awful name and everybody groaned.

The idea behind the project is to implement an isometric tile-based world engine; whether this be used for games, displaying maps or whatever. Features I desire include:

  • Data interchange and state (loading/saving)
  • Reasonable performance (through background rendering, caching and conservative refreshes
  • Tile and sprite level animation (ie animated lots, cars traversing streets.)
  • Multiple zoom levels
  • Tile "height", slopes etc.
  • Object-oriented interface to allow interaction and advanced functionality on a per-tile, per-object basis.

There's a fair emount of work there, so we'll see how far I get.

Learning Project

This is primarily a learning project.

License Information

Copyright Ashley Kyd 2010.

This file is part of isoCan.

isoCan is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.

isoCan is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
GNU General Public License for more details.

You should have received a copy of the GNU General Public License
along with isoCan.  If not, see <http://www.gnu.org/licenses/>.