C++ C Objective-C++ Makefile Objective-C Shell Other
elnormous Initialize the render device in the constructor of the Renderer
Add missing include to the RenderDeviceD3D11
Catch exceotions in the OpenAL thread
Latest commit 5875b41 Jul 18, 2018

README.md

ouzel

Ouzel v0.38

Build Status Build Status Quality Gate Join the chat at https://gitter.im/ouzelengine/Lobby

Ouzel is a C++ game engine mainly targeted for development of 2D games.

Supported platforms:

  • Windows 7, 8, 10
  • macOS 10.8+
  • Linux
  • iOS 8+
  • tvOS 9+
  • Android 3.0+
  • Emscripten (sample)

Supported rendering backends:

  • Direct3D 11
  • OpenGL 2, OpenGL 3 and OpenGL 4
  • OpenGL ES 2 and OpenGL ES 3
  • Metal

Supported audio backends:

  • XAudio 2
  • DirectSound
  • CoreAudio
  • OpenAL
  • OpenSL ES
  • ALSA

Features

  • Cross-platform (Windows, macOS, iOS, tvOS, Android, Linux, and Emscripten targets supported)
  • Multi-threaded (separate threads for rendering, sound, and game)
  • 2D and 3D scene management
  • GUI helper classes and management
  • Bitmap and true-type font support
  • Multiple side-by-side viewport support
  • XInput, DirectInput, IOKit, and Apple GameController gamepad support
  • Actor animation (including tweening) system
  • Particle systems
  • Resource caching system
  • Localization support via loading string translations and UTF-8 string support
  • Software audio mixer for sound effect playback
  • High DPI support on Windows, macOS, and iOS
  • Easy to install (just pull the repository and it's subrepositories and build it)

Example app

The following code will open create a scene with a sprite in the center of it:

#include "ouzel.hpp"

std::string DEVELOPER_NAME = "developer";
std::string APPLICATION_NAME = "game";

class MainScene: public ouzel::scene::Scene
{
public:
    MainScene()
    {
        addLayer(&layer);
        cameraActor.addComponent(&camera);
        layer.addChild(&cameraActor);
        playerSprite.init("player.png");
        player.addComponent(&playerSprite);
        layer.addChild(&player);
    }

private:
    ouzel::scene::Layer layer;
    ouzel::scene::Camera camera;
    ouzel::scene::Actor cameraActor;
    ouzel::scene::Sprite playerSprite;
    ouzel::scene::Actor player;
};

void ouzelMain(const std::vector<std::string>& args)
{
    ouzel::engine->getSceneManager()->setScene(std::unique_ptr<ouzel::scene::Scene>(new MainScene()));
}

Showcase

2D platformer Bearslayer is being developed using Ouzel engine.

Bearslayer

Compilation

Ouzel uses the stb submodule. The following command has to be run after cloning the Ouzel engine:

$ git submodule update --init

or these commands if you have a really old version of git:

$ git submodule init
$ git submodule update

Makefiles and Xcode and Visual Studio project files are located in the "build" directory. Makefiles and project files for sample project are located in the "samples" directory.

You will need to download OpenGL (e.g. Mesa), OpenAL drivers installed in order to build Ouzel on Linux. For x86 Linux also libx11, libxcursor, libxi, and libxss are required.

To build Ouzel with Emscripten, pass "platform=emscripten" to "make" command, but make sure that you have Emscripten SDK installed before doing so:

$ make platform=emscripten

You can build Android samples and run them on an Android device by executing the following commands in "samples/android" directory (Android SDK and NDK must be installed and added to PATH):

$ ant debug
$ adb install -r bin/samples-debug.apk
$ adb shell am start -n org.ouzelengine/org.ouzelengine.MainActivity

System requirements

  • Windows 7+ with Visual Studio 2015 or Visual Studio 2017
  • macOS 10.10+ with Xcode 7.2+
  • Any reasonable new Linux distro (x86 and ARM are supported)

Getting help

You can ask question in the following locations:

License

Ouzel codebase is licensed under the BSD license. Please refer to the LICENSE file for detailed information.