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SILENT HILL 3 Engine Remake in OpenGL and C++
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Quaker762 Updated configuration file loader
The configuration file loader has been updated to reflect the new
format. Now, `sh3r.cfg` looks more like a Windows `.ini` file, which
means we are able to map certain settings to their appropriate section.

This commit also contains some engine updates. It's been so long (because of life and Uni) that I
forgot what they were, and I think they're important, so they're being
included in this commit (sorry @z33ky). For anyone following the project
(thanks for all your support!) I have about a month and a bit before
semester starts again, so I'm going to try and get a few things going,
mostly just the main menu. Then it'll be on to getting the 3D formats
all sorted.
Latest commit 0c44087 Jun 16, 2019
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Type Name Latest commit message Commit time
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build/platform Fixup Jan 29, 2019
data
include Updated configuration file loader Jun 16, 2019
libs Complete overhaul of build system Jan 29, 2019
source Updated configuration file loader Jun 16, 2019
tests Updated Engine class Mar 27, 2019
third_party Add assert.hpp Feb 18, 2017
.gitignore Modernised Window class Mar 24, 2019
.gitmodules Add assert.hpp Feb 18, 2017
.lvimrc Add .lvimrc Feb 27, 2017
CMakeLists.txt Switch from -Wswitch-default to -Wswitch-enum Nov 29, 2017
Doxyfile Add Doxyfile and add build target 'doc' Feb 18, 2017
LICENSE Initial commit Dec 10, 2016
README.md Update README.md Feb 18, 2017
SILENT HILL 3 Redux.cbp Switch from -Wswitch-default to -Wswitch-enum Nov 29, 2017
logo.ico Initial Commit Feb 18, 2017
premake5.lua Initial Engine class implementation Feb 10, 2019
resource32.rc Initial Commit Feb 18, 2017
resource64.rc Initial Commit Feb 18, 2017
sh3r.cfg Remove meme values in sh3r.cfg Apr 9, 2018

README.md

sh3redux

SILENT HILL 3 Engine Remake in OpenGL and C++

Building

Currently, the libraries required to build sh3redux are as follows:

  1. SDL2
  2. GLEW
  3. FTGL and Freetype
  4. zlib

Once you have the required libraries, there are two ways to build:

  1. Run cmake on CMakeLists (Recommended)
  2. Open the Code::Blocks project

Note that if you open the Code::Blocks project, you will have to set search paths etc yourself (as they may not have been updated, i.e, you probably WILL get build errors). It is there as a fallback/for people who don't necessarily know/like cmake

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