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A game engine in C++ designed to be made by me.

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BNGine

Or how I learned to stop worrying and love...something.

An engine I'm writing in C++. Makes use of other repos of mine: 3dbasics and CppUtils. The CppUtils repo is added as a submodule.

Build Status

Linux Build: Linux Build Status

Installing

git clone --recursive https://github.com/Benjins/CppUtils.git

Or run the following after a clone:

git submodule update --init --recursive

Dependencies

Ubuntu: pthread, X11, and OpenGL development packages

Windows: Uhhh...OpenGL32.lib? Windows dependencies confuse me.

OS X: Ha ha, there's no Mac version. yet.

Building

Windows: Run build.bat runtime to build the runtime exe, or build.bat editor to build the editor.

Linux: Run ./build.sh runtime to build the runtime exe, or ./build.sh editor to build the editor.

TODO:

(aka a bunch of ideas I really wish I could do. And I just might)

  • Editor
    • Immediate-mode Gui
    • Object selection
    • Component editing
    • Saving/loading
    • better pan/orbit control
    • separate editors for different things:
    • prefab editor
    • material editor
    • particle editor
  • Physics
    • basic Rigidbody simulation
    • Sphere-sphere collisions
    • Sphere-box collisons
    • Mesh colliders/GJK/Minkowski stuff?
  • Gui
    • Have non-imm buttons
    • sliders (either imm or not, I just want some)
    • non-imm checkboxes
    • non-imm labels
    • non-imm string picker lists
    • non-imm frames/rects
    • non-imm scrollable rects
  • Graphics
    • better shading model, specular, etc.
    • cube maps, sky boxes, static reflections
    • armature, animations
    • particle systems
    • lighting system w/ point lights, multiple lights, etc.
  • Animation
    • Animation states, split track by time
    • Animation targets serialize
    • animation blending
    • IK stuff
  • Networking
    • basic matchmaking server backend, just for testing?
    • Reliable and streaming packets, ACK's
    • Resolve id's between host/client
    • Player entity sync?
    • Packet design, spawning/destroying entities?
    • Smooth out network information
    • interactions between networked entities
    • ownership?
    • better packet design, pack bits better
    • test more than two players, join-in-progress
  • Metagen
    • Collect coroutines into discrimnated union
    • Gui button actions, collect into enum and discriminated union
  • Script integration
    • yield/wait for seconds command
    • Hotloading
    • Use metaGen system to generate script files
  • MetaGen
    • Parse attributse
    • Parse enums
    • Parse functions/methods
    • Custom serialize/editor methods?
    • Or, knowledge of disciminated unions and enums
    • enums in editor
  • Misc
    • Break out application entry point and platform entry point
    • Make XML unicode aware
    • Some kind of ref-counted unicode strings, like String/SubString
    • console menu with console commands
    • Substrings from Substrings

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A game engine in C++ designed to be made by me.

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