Skip to content

BigEvilCorporation/LUMINARY

master
Switch branches/tags

Name already in use

A tag already exists with the provided branch name. Many Git commands accept both tag and branch names, so creating this branch may cause unexpected behavior. Are you sure you want to create this branch?
Code

Latest commit

 

Git stats

Files

Permalink
Failed to load latest commit information.
Type
Name
Latest commit message
Commit time
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 

LUMINARY

A game engine for SEGA Mega Drive and Genesis, in 68000 assembly.

Successor to the TANGLEWOOD engine and framework. Named after the Lunar Module mission software for the Apollo Guidance Computer (AGC) on Apollo 11. Happy 50th anniversary of the moon landing!

LUMINARY features:

  • Entity component based game object system, with dynamic spawning and archetype (prefab) support
  • Block based dynamic memory allocator
  • C++ based object scripting system
  • Streaming plane map system with block compression
  • Rigid body physics engine with character controller, and Sonic the Hedgehog-like terrain implementation
  • Multi-sprite rendering with timeline track animation system
  • Fast fixed point 16.16 maths library
  • Software drawing canvas with Bresenham line drawing, and primitive 3D point/line transforms
  • Support for the Echo sound system by Sik (with a view to switch to Sona when it's ready)

LUMINARY supports scene, sprite, animation, entity, and script data exported by the Beehive toolsuite, see: https://github.com/BigEvilCorporation/Beehive

About

A game engine for SEGA Mega Drive in 68000 assembly

Resources

License

Stars

Watchers

Forks

Releases

No releases published

Packages

No packages published