Limon is a multi platform 3D game engine mainly focusing on first person games. Focus of its development is ease of use and ease of study.
- 3D rendering with dynamic lighting/shadows
- Rigid body physics
- 3D spatial sound
- Built-in editor with animation sequencer
- C++ API for extensibility, and dynamic loading of extensions
For details check out the project web site
Prebuilt binaries for Windows, Linux and MacOS can be found here
Documentation is served on readthedocs
If you want to chat, we have a Discord channel
For a demonstration, check out the video :
For features, check out features video:
Step 1) Open Terminal, then copy and paste the following command
$ sudo apt install cmake git libassimp-dev libbullet-dev libsdl2-dev libsdl2-image-dev libfreetype6-dev libtinyxml2-dev libglew-dev build-essential libglm-dev
Step 2) Since GitHub is limiting LFS bandwidth, it is removed. Cloning the LimonEngine repository should also include all data needed:
$ git clone https://github.com/enginmanap/limonEngine.git && cd limonEngine && git submodule update --init
Step 3) Next, we need to navigate to the directory run cmake:
$ mkdir build && cd build && cmake ../ && cd ..
Step 4) Finally, we need to navigate to the build directory, make the source and copy the Data
directory to the build
directory:
$ cd build && make && cp -a ../Data .
Windows platform is compiled using MSYS2. after installing MSYS2 as any Windows application, open up the msys2-terminal, and install the dependencies:
$ pacman -S cmake mingw-w64-x86_64-make mingw-w64-x86_64-gcc mingw-w64-x86_64-gdb cmake mingw-w64-x86_64-assimp cmake mingw-w64-x86_64-bullet mingw-w64-x86_64-bullet-debug mingw-w64-x86_64-SDL2 mingw-w64-x86_64-SDL2_image mingw-w64-x86_64-tinyxml2 mingw-w64-x86_64-glew mingw-w64-x86_64-glm mingw-w64-x86_64-freetype
after that, you can use step 2 - 4 of Ubuntu instructions, on the same terminal.
- Engine take a parameter as path of world to load
- If no parameter passed, falls back to
./Data/Maps/World001.xml
$ ./LimonEngine ./Data/Maps/World001.xml
- Pressing
0
switches to debug mode, renders physics collision meshes and disconnects player from physics (flying and passing trough objects) - Pressing
F2
key switches to editor mode, which allows creating maps. - Pressing
+
and-
changes mouse sensitivity. wasd
for walking around and mouse for looking around as usual.
- Since static and dynamic objects rigidbodies are not generated by same logic, mass settings can't be changed after object creation.
- Inanimate objects are not allowed to have AI
- You can create animations for doors etc. in editor. For animation creation, time step is 60 for each second.
- When a new animation is created by animation editor, the object used to create the animation assumed to have this animation. You can remove by using the remove animation button.
- Limon Engine has 3 types of extensions:
- Actions for triggers and buttons
- AI for actors
- Player for Input handling
- All uses the same API, but called upon depending on their type.
- Engine tries to load custom extensions from
libcustomTriggers.dll
for Windows,libcustomTriggers.so
for GNU/Linux andlibcustomTriggers.dylib
for macOS. If you use an customisation in a map and library is missing, that customisation wont work, but rest of the map will.
Details in the documentation