Archived project. This repository is a historical snapshot, preserved for archival and curiosity. It is not maintained, and no support, fixes or pull requests should be expected. The last committed change dates from 2015, with some unreleased 2017 work recovered from a working copy.
WME Lite is the portable fork of Wintermute Engine 1.x. Where the original engine was a Windows and Direct3D application with a full suite of editing tools, WME Lite is a runtime only: a cross-platform, SDL-based player for games authored with the Windows WME tools.
It targets Windows, Linux, macOS, iOS and Android.
The canonical repository was hosted on Bitbucket at MnemonicWME/wmelite as a
Mercurial repository. Bitbucket discontinued Mercurial hosting in 2020 and that
repository is gone.
This Git repository was converted from a surviving local Mercurial clone using
hg-fast-export. All 153 changesets are preserved with their original authors,
dates, messages and merge topology, and the tip tree was verified file-by-file
against the Mercurial tip: 684 files, byte-identical. The Mercurial history
itself begins with an import from Subversion made by Bitbucket in 2012, so it
does not reach back to the start of the project.
Original Mercurial changeset hashes are preserved as Git notes:
git log --notes=hgTwo Mercurial usernames belonging to the same contributor, hardcoredaniel and
the later hcdaniel, are mapped to a single identity.
One commit postdates the Mercurial history. See "Recovered 2017 work" below.
| Path | Contents |
|---|---|
src/ |
The engine: adventure layer, script engine, renderer, platform abstraction |
src/android |
Android-specific platform code |
src/snd_SDL_mixer |
Alternative SDL_mixer audio backend |
visualc/ |
Visual Studio project (original) |
visualc2017/ |
Visual Studio 2017 project (see below) |
linux/ |
Makefiles, including BASS and SDL_mixer audio variants |
xcode/, xcode-ios/ |
macOS and iOS Xcode projects |
android/ |
Android build, with android_sdl_mixer/ as the SDL_mixer variant |
projects/wme_demo_touch |
Demo game project with touch controls |
bin/ |
Output directory for builds |
This is 2012–2015 software targeting the toolchains of its day, and has not been tested against any modern SDK. Broadly it needs SDL, FreeType, and an audio backend — either BASS (the default) or SDL_mixer.
Dependency binaries are not committed. Each platform directory has a dep/
folder with a .keep placeholder marking where they belong; populate it before
building. The .hgignore in the original repository excluded these, and this
archive keeps that convention.
The final commit contains changes that were sitting uncommitted in the working copy when the Bitbucket repository was lost. They are included so they are not lost, dated to when the work was done, and consist of:
- an SDL2 migration across the engine sources (
"SDL.h"→<SDL2/SDL.h>) visualc2017/, a Visual Studio 2017 port of the Windows project
This work is unreleased and untested beyond the author's machine. Treat it as a historical artifact rather than a supported state of the engine. Everything before that commit is exactly what Bitbucket held.
WME Lite itself is MIT licensed (see copying). It builds against SDL,
FreeType and an audio library, none of which are vendored here — they are
fetched or installed separately and remain under their own licenses.
Note that BASS, the default audio backend, is a commercial product of
un4seen developments. It is free for non-commercial use but requires a paid
licence for commercial use. It is not included in this repository. The
SDL_mixer backend under src/snd_SDL_mixer is the open-source alternative.
A small amount of third-party source is included inline, such as ConvertUTF.c
for Unicode conversion; it carries its own notice in the file header.
MIT, © 2011 Jan Nedoma. See copying for the full text.
The project's documentation lived at res.dead-code.org, linked from the
original README in the repository root. Recorded for historical reference;
it may no longer resolve.