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Random Game Engine - RGE

A random game engine, with a random code structure, made out of bordom... yeah, thats really it

Features

  • Windowing and rendering
  • GLSL shader loader
  • tinyxml2
  • tmxparser
  • Tiled(tmx) support
  • Built-in AA physics engine
  • Perlin Noise
  • Pre-defined GridWorld(AutoTiler Implemented)
  • Custom AutoTiler system

Demo

Wanna call a Window or Render function from anywhere without paramater passthrough. Well RGE has what your psychopathic butt needs!!

GameLogic.h

#include "RGE/Window/Window.h"

void render();
void update();

GameLogic.cpp

#include <iostream>
#include "GameLogic.h"

update(){
    std::cout << RGE::Window::DELTA_TIME << std::endl;
}

render(){
    RGE::Window::Render::drawRect(0,0,20,20);
}

main.cpp

#include "GameLogic.h"

int main(){
    //create window and openGL context
    RGE::Window::createWindow(800,600,"test");
    //set the event functions
    RGE::Window::setUpdateFunction(&update);
    RGE::Window::setRenderFunction(&render);
    //run the window
    RGE::Window::run();
}

Notes for Using RGE::TmxWorld

  • This implementation of the tmx format does not support the use of ObjectLayers.
  • Instead RGE::TmxWorld use RGE::TmxWorld(const char* file, const char* folder,void(*loadTile)(int,int,int));
  • ANIMATIONS HAVE NOT BEEN ADDED YET AND OBJECTLAYERS MAY STILL COME

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