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Licht

This is a work-in-progress general purpose library for Unity based around custom coroutines and timers. I started developing it as a way to learn and improve my skills as a game developer, but I'm documenting it in case anyone else becomes interested in using it.

The goal for this library is to be able to chain and orchestrate coroutines in a organic way and provide ways to quickly implement some stuff such as pooling, event systems, UI actions and more.

It also contains a half-assed Physics engine that purposefully has no inertia at all, and whose forces can be enabled/disabled by object. It has a couple character controllers which use it. I use it to simulate movement frame by frame (basically, to produce inorganic physics).

Getting Started

(WIP)

Licensing

This library is licensed under MIT:

MIT License

Copyright (c) [2023] [Licht]

Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions:

The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software.

THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.

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Basic Game Development Library for C#

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