CI/CD name | Build status |
---|---|
Travis | |
AppVeyor | |
Azure Pipelines |
- ÖbEngine's Wiki
- ÖbEngine's Website
- ÖbEngine's Documentation
- ÖbEngine's Discord
- ÖbEngine's Development Boards
ÖbEngine (ÖbE is shorter) is a 2D Game Engine made on top of SFML ! I'm creating this engine in my spare time as a student, it might not be really stable right now but I'm working on it.
You will need SFML :
- SFML 2.5.1 (Display, Input, Network, Sound and much more)
There are other libraries but they are included in the repository (extlibs/ folder) :
- 11zip (MIT License) (minizip wrapper based on Vili Petek's work)
- Kaguya (Boost Software License) (Lua Binding)
- Lua 5.3 (zlib License) (Scripting language)
- zlib&minizip (zlib license) (zip archives)
- tgui (zlib license) (GUI)
- Vili (MIT License) (Data language)
- Catch (Boost Software License) (Test Framework)
- spdlog (MIT License) (Logging library)
- dynamicLinker (MIT License) (Dynamic Libs wrapper)
- RichText (MIT License) (sf::Text extension)
- fmt (BSD 2-Clause "Simplified" License) (Formatting library)
Check the following tutorial : Building ÖbEngine
Well, you can do approximatively everything with it as long as it's in 2D. ÖbEngine doesn't handle 3D (maybe partial 3D support in a future update). You can do some platformers, RPGs, 2D racing games, visual novels, roguelikes, metroidvanias, etc..
If you want to check out games made with ÖbEngine, you can check out those 🍆open-source projects🍆 !
Of course, you can even sell your game made with the engine, no royalties (If you want to give us some money it's okay though). You can also modify the sources. There's no need to write somewhere that your game is made with ÖbEngine (but it's nice if you do it !). The engine is MIT licensed so you're free to do whatever you want with the engine.
ÖbEngine has been tested on the following platforms :
- Windows XP, 7, 8, 10
- Linux (Debian, Arch)
- MacOS
ÖbEngine will have export for Android, iOS and HTML5 available in a future update.
Here you go :
- Neat map editor (With a grid for precise map edition)
- Animations
- Native plugins (You can extend the engine with C++)
- Canvas (You can draw stuff using a simple API)
- Network support
- Scriptable GameObjects
- Workspaces and Packages system
- Lua scripting
- Layering system
- Parallax
- Home-made data language (Vili)
- Polygonal Collisions with full collision detection support
- Developpement console with coloration and scripting support
- Custom package manager with online repository
- Extendable toolkit with a lot of functionalities
- Gamepad support
- Normal maps
- 3D objects in 2D scene
- Skeletal animations
- Collaborative map editor
- Light & particle system
- C++ GameObjects
- Multiple windows
- Android, iOS and HTML5 export
- Tiled Map Editor support
Version number | Version name | Word origin | Release date | Description |
---|---|---|---|---|
0.1.0 | Aubergine | French | April 2016 | First usable version of ÖbEngine |
0.2.0 | Berjinez | Breton | June 2016 | Better scripting support |
0.3.0 | Cà tím | Vietnamese | January 2017 | Big engine rework |
0.4.0 | Eggplant | English | February 2017 | First released dev version of ÖbEngine |
0.5.0 | Gaji | Korean | September 2017 | First public released version (still unstable) |
0.6.0 | Hkaramsee | Birman | November 2017 | C++17 support |
0.7.0 | Igba | Yoruba | March 2018 | Cleaning the engine code, new build system |
0.8.0 | Lilek | Czech | April 2018 | Working on new Qt UI |
0.9.0 | Mbilingani | Swahili | September 2018 | Cleaning engine code again ! |
Version number | Version name | Word origin | Release date | Description |
---|---|---|---|---|
1.0.0 | Melanzana | Italian | ? | First stable version of ÖbEngine ! |
Sure, here are some simple GameObjects :
This one is really simple, it just prints "Hello World" in the console (not the game console)
function Local.Init() -- Called when object is created
print("Hello World");
end
Every GameObject can have a LevelSprite associated (it's cooler when your object appears in the game right ?).
Let's imagine you want to create a rotating goat in your game, no problem :
function Local.Init()
-- Set the animation for when the goat is flying to the right (You can imagine it already right ?)
This:Animator():setKey("GOAT_FLYING_LEFT");
end
function Local.Update(dt) -- Local.Update is a function called every loop and dt is the DeltaTime
This:LevelSprite():rotate(dt * 45); -- Rotate of 45 degrees each second (You multiply with the DeltaTime here)
end
The engine includes a Canvas
lib to draw stuff in real time and using it is really straightforward !
function Local.Init()
canvas = obe.Canvas.Canvas(400, 400); -- Creating a 400x400 canvas
canvas:Rectangle("background")({ -- Dark grey background
layer = 2, x = 0, y = 0, width = 250, height = 100,
color = { r = 50, g = 50, b = 50},
});
canvas:Text("fstPlayer")({ -- First player's score label
text = "Player 1 : 0 points", size = 22
});
canvas:Text("scdPlayer")({ -- Second player's score label
text = "Player 2 : 0 points", size = 22, y = 50
});
canvas:Circle("green")({ -- Small green circle
color = "0F0", -- Green color
radius = 7, x = 200, y = 5
});
canvas:Circle("yellow")({ -- Small yellow circle
color = "FF0", -- Yellow color
radius = 7, x = 217, y = 5
});
canvas:Circle("red")({ -- Small red circle
color = "F00", -- Red color
radius = 7, x = 234, y = 5
});
canvas:setTarget(This:LevelSprite()); -- Canvas result will render in object's LevelSprite
canvas:render(); -- Drawing all the stuff !
end
Check the Wiki for more examples !
Main contributor : Sygmei
- @PierrickLP
- @LePatissier
- @Arthapz
- @ZanyMonk
- @eXpl0it3r
- @WaWan
- @texus
- @MarioLiebisch
- And many more !