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A fully-fledged game made in Wicked Engine!

License: MIT License

CMake 0.32% C++ 97.19% C 2.49%
cpp game game-development game-development-cpp game-engine lua wicked-engine

wickedengine-demo's Introduction

Wicked Engine - Demo

STATUS: Pre-Production (Come and join our Discord)

Support Devs

Developer Support
Turánszki János Patreon
Megumumpkin TBA
MolassesLover Ko-Fi Patreon

A fully-fledged game made using Wicked Engine in order to battle-test features, mature the engine, and expand the community.


Dependencies

In order to build this project you will need a few pieces of software on your system. Depending on your operating system and its distribution, some of these dependencies might already be met. In any case, dependencies are fairly minimal.

Here is a full list of dependencies:


Building

Step 1 - Git Clone this repository

➜ git clone --recursive https://github.com/megumumpkin/WickedEngine-Demo.git

Step 2 - Build WickedEngine Library (not automatically built!)

Linux

cd Library/WickedEngine
➜ mkdir build
➜ cd build
➜ cmake .. -DCMAKE_BUILD_TYPE=Release
➜ make WickedEngine_Linux -j$(nproc)cd ../../../ && ls

Windows

cd Library\WickedEngine\
➜ mkdir build
➜ cd build
➜ cmake ..
➜ cmake --build . --target WickedEngine_Windows --config Release

Step 3 - Build The Game and Dev Tool

Linux

➜ mkdir -p 'Data/Shader'
➜ mkdir -p 'Data/Content'
➜ cmake -B Build -DWickedEngine_DIR=Library/WickedEngine/build/cmake . 
➜ cmake --build Build -j$(nproc)

Windows

➜ cmake -B Build -DWickedEngine_DIR=Library/WickedEngine/Build/cmake . 
➜ cmake --build Build --config Release
➜ mkdir -p "Build\Release\Data\Content"
➜ xcopy /e /i "Library\WickedEngine\WickedEngine\shaders" "Build\Release\Data\Shader"
➜ xcopy /i /e "Library\WickedEngine\WickedEngine\dxcompiler.dll" "Build\Release\dxcompiler.dll"
➜ xcopy /i /e "Library\WickedEngine\WickedEngine\dxil.dll" "Build\Release\dxil.dll"

Step 4 - Launch Game or Game.exe (depends on your platform of choice)

You can launch by terminal/cmd or just click the executable. The first launch will:

  • Create an .ini file for configuration
  • Compiles all WickedEngine's and this game's shaders

Developer's CLI

There's another executable named Dev / Dev.exe in the built folder or the downloaded package. This will be used as a tool to manage game assets, like importing and previews.

Launch the program through terminal/cmd, and try the command below

Linux

➜ ./Dev -h

Windows

➜  Dev.exe -h

You Like to Design Levels and Create Assets?

Get yourself this Blender Plugin and start creating game data within the Data/Content folder! Make sure that the Data folder resides at the same place as the Dev / Dev.exe executable!

Download the program to import assets to engine on the Releases tab of this project page, especially the one with the name Dev Release 202X.XX

wickedengine-demo's People

Contributors

megumumpkin avatar molasseslover avatar trsh avatar

Stargazers

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Watchers

 avatar

Forkers

seledreams trsh

wickedengine-demo's Issues

The game doesn't run on my PC

When I launch the it instantly crashes, there are no error messages.

My hardware:
CPU: Intel core i5 6600
GPU Nvidia GTX 960
RAM: 16GB DDR4

Asset Management

Editor needs asset management, such as managing sound files, texture files and model files which can easily be used within the editor.

Large Map Handling

The game may have large maps, for gameplay it is needed to keep the precision high enough to not make glitches both in graphics and game logic.

Build/Data/Shader is not a directory

Hi, I've been trying to build this repository using the build.sh and build.py (tried both) however in both cases while the code successfully built, I end up with this Build/Data/Shader is not a directory error around the end, it seems like the Shader directory is missing from the Data folder
I can't tell if it's something that was supposed to get built during compilation or not

Develop Scene Library System

This scene library system is helpful for automatically managing loading scene assets from disk, automatically clones when exists. This makes sure no disk loading processes are wasted and devs got easier time managing with asset data.

Develop Level Streaming Feature

Loading all data at once is just not good, like disk hogging and ram hogging, also makes player waits for a level too long.
Level streaming solves this by breaking levels in chunks and stream them when only needed.

Develop Lua Async System

For calling functions which runs on a thread, getting a callback to lua is going to be a bit hard.
So need to develop a good solution to making sure the async call can be called back properly.
Previous solution does not work since it's often crashes the game.
Current idea is to uses the coroutine system already implemented in Wicked Engine, hope this works well.

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