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Zelda-like 2D game engine
C++ CMake Lua C Objective-C++ Groff

Merge pull request #758 from Morwenn/foreach_loops

More range-based for loops.
latest commit b2c4e518db
@christopho authored
Failed to load latest commit information.
cmake Merge branch 'master' into spatial_partition
developer_doc Use an std::map to map Lua names to enum values.
doc @ 6085240 Set documentation files from solarus-doc project.
images changed the readme format and added the solarus logo
include/solarus Add a method map:get_entities_in_rectangle() thanks to quadtrees
libraries Update libmodplug dll, now compiled with gcc 4.8
sample_quest Fix version in unit tests
src More range-based for loops.
tests Forgot unit test
tools/quest_validator Kill the old editor. YEAH!
work Clean entity sprites of the testing quest.
.gitignore Remove obsolete filenames from git ignore file
.gitmodules Set documentation files from solarus-doc project.
.travis.yml Make unit tests more verboose on continuous integration
CMakeLists.txt OSX port to C++11 - Second step
ChangeLog Add a method map:get_entities_in_rectangle() thanks to quadtrees Update the readme file now that the editor is in a separate repository
compilation.txt GCC 4.8 is neeed for emplace and thread_local
license.txt Separating engine and quest
license_short.txt Add files to build the windows installer
make_solarus_src_package Update file name
solarus.6 Added Manpage.
valgrind-solarus Fix memory leaks correctly this time. Valgrind is happy now.
valgrind.supp Fix memory problems. Fix holes.

Solarus logo

Build Status

Solarus is an open-source Zelda-like 2D game engine written in C++. It can run games scripted in Lua. This engine is used by our Zelda fangames. Solarus is licensed under GPL v3.

You might be interested in our fangames created with Solarus:

If you want to create your own games with the Solarus engine, see also Solarus Quest Editor, our Solarus game creation software.

See our development blog to get more information and documentation about using the Solarus engine. The compilation instructions can be found in the compilation.txt file or on our website.

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