A random game engine, with a random code structure, made out of bordom... yeah, thats really it
- 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
Wanna call a Window or Render function from anywhere without paramater passthrough. Well RGE has what your psychopathic butt needs!!
#include "RGE/Window/Window.h"
void render();
void update();
#include <iostream>
#include "GameLogic.h"
update(){
std::cout << RGE::Window::DELTA_TIME << std::endl;
}
render(){
RGE::Window::Render::drawRect(0,0,20,20);
}
#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();
}
- 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