Custom 2d Game engine using box2d for physics and sfml for graphics
Advanced Entity Component System
- Manages entities, components and systems independently. Very low load on cpu compared to object oriented based approach
Basic Asset Managment System
- can be easily modified to hold any number of different type of assets through modification of the AssetHolder.h header file
State Management System
- Handles the logic and rendering of all states, and switches between them
Input Management System
- Handles user input such as keyboard and mouse
Default physics and rendering systems
- Uses box2d to handle physics sfml for rendering
- Automatically handled using physics and render systems (see the Rise or Sandbox folders for examples on usage)