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htech's Introduction

hTech

Info

The engine is currently good enough to create a very basic play-in-editor game. Given the limitations, I have decided to push what I have been working on to allow this basic game creation ability to main to sort out the project and repository to a semi-decent state.

The main branch of the repo is only updated for major changes with all active development being done on the 'dev' branch. Future planned features, bugs and to-do's can all be seen on the Trello board.

Core Features

Entity Component System

To build up your game within the engine, you can expand the entities using the various built-in components. Want an animated character? Use an animation component and setup its details. Want that character to have physics? Attach a rigidbody component and enable gravity.

Play In Engine

As you build your game, you're going to want to test it. Using the start/stop button within the editor you can test your game on the fly, however the changes made during playmode will last when it is stopped unless reset using a ScriptComponent (see the trello card.

Hot-Reloadable Scripts

References

Physics / Collision

The best book I have found on collision detection. There is so much content in this thing.

This man has helped no end with the collision stuff. Having a code example was massively useful in understanding how things work.

This was good up until I realised it didn't actually cover 2d rigidbodies and it was all 3D.

This was the second attempt to find a good book book to replace GPED and this covered alot of the right stuff but there were alot of formulas that felt unnecessary but it was indepth.

External Code

The core of the engine is currently built upon SDL2 for input capture and rendering.

The editor windows are all using DearIMGUI, specifically the docking branch to allow for users to move them around.

I used nothke's build increment scripts in my pre-build step.

htech's People

Contributors

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Watchers

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