/engine

A personal game engine project, with development focus towards 2D/2.5D games.

Primary LanguageC++MIT LicenseMIT

IceShard

A small game engine project with the sole purpose to learn, improve and invent. Focusing on the best solution for a given problem while not trying to solve everything.

More info about the development approach can be found in our wiki.

Features

Current list of advertisement:

  • Dependency injection based architecture.
  • Support for basic input devices.
  • APIs designed with the 'RAII' principle.
    • Exceptions are debug tools and utilities.
  • Inovative resource and asset systems.
  • Data-oriented ECS implementation.
  • Abstracted API for rendering. (Vulkan)
  • Multi-threaded logic and graphics using C++ coroutines.

Thid party tools and features:

  • Support for Tracy profiler.
  • Optional DevUI API based on ImGui. (ex. disabled in Releaseand Profile builds)
  • Simple 2D Physics implemented with Box2D
  • Loading of common file formats supported with RapidXML, RapidJSON and Assimp.
  • Logging using the fmt library.
  • Unit tests written in the Catch2 framework.

Building the engine

A quick overview how to build the engine on your machine.

Prerequisites

To build this engine you will need the following tools and SDKs installed:

  • Conan Package Manager - Used to manage project dependencies.
    • This also requires python3 as a dependency.
  • Windows:
    • Required: Visual Studio 2022 (17.4 or later)
    • Required: Windows Kit (10.0.19041.0 or later)
    • Required: Vulkan SDK (1.2.170.0 or later)
  • Linux: (Compilation Only)
    • compilation tested On:
      • Manjarno Linux (KDE Plasma) (Kernel 5.15.6-2-MANJARNO x64)
      • GitHub Runner: Ubuntu-22.04
    • Required: GCC-12 or Clang-14 or later
    • Required: standard library libstdc++ v6 or later
    • Required: Vulkan SDK (1.2.170.0 or later) - Not implemented yet.
    • (Linking steps are not enabled yet)
  • MacOS:
    • No support

Configuring Conan

To properly initialize the workspace, you will need to setup Conan with configurations from the IceShard-Conan-Config repository. This contains the Conan clang profiles and remotes that should be used with this project.

The quickest way to setup Conan for this project is to use the following command:

conan config install https://github.com/iceshard-engine/conan-config.git

Ice Build Tools

This project uses its own command line tool named Ice Build Tools to provide various utilities that can be used during development.

It is a Conan package that will be installed on first use. It can be easily updated at any point or reset by removing the ./build/ directory when something goes wrong.


The build command

Building the engine is straight forward, all you need to do is to call this command in your terminal and you have built the engine.

./ice.sh build
./ice.bat build

You can further specify the target you want to build by using the -t --target option.

ice build -t all-x64-Debug

The vstudio command

This command allows to generate project files for Visual Studio and open the solution.

ice vstudio --start

The run command

This command allows to execute pre-defined lists of other commands or tools in order. These execution scenarios are stored in the scenarios.json file and currently provide a quick way to run the test application and to build shaders on the Windows platform.

:: Build all shaders into Vulkan SPIR-V
ice run -s shaders

:: Run the default-built test application executable (all-x64-Develop)
ice run

Contributing

Contributions are welcome, however they need to follow the Coding Style of the engine and pass the review process.

Additionally, some contributions might also require additional changes if the implementation does not follow the design principles of this project.

It is however possible to ask for a separate repository that will and provide new features via modules API. This would only require to follow the aforementioned coding style.

Copyright Information

The engine is licensed under the MIT License.

Additionally, all used third party libraries are mentioned in the thirdparty/README.md. Their licenses are available for lookup in thirdparty/LICENSES.txt

Acknowledgements

This project was heavily inspired by several articles, but mostly by the BitSquid development blog.

Additionally, some parts of the engine were initially based on the BitSquid Foundation Library which was discussed here: https://bitsquid.blogspot.com/2012/11/bitsquid-foundation-library.html.