All engine constants now sits in a single header file for easy tweaking Also, SFX list fields is now an array rather than a pointer instead. |
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engine | ||
res | ||
scenes | ||
tests | ||
.gitignore | ||
CMakeLists.txt | ||
Conventions.txt | ||
LICENSE | ||
README.md | ||
assets_test.c | ||
build.sh | ||
entManager_test.c | ||
level_load_test.c | ||
lsan_supp.txt | ||
main.c | ||
menu_test.c | ||
run.sh | ||
run_tests.sh | ||
scene_test.c | ||
water_test.c |
README.md
Some Game Engine
Sandbox demo here: link
An attempt to create a game with the ECS architecture in C. This is mostly a learning experience about what goes into a game engine.
The goal of the project is to make a game similar to Hannah and The Pirate Caves from Neopets. I thought that's a nice game to aim for, plus I have fond memories of it. It is not a full-on remake!
DISCLAIMER: There is no obligations tied to this project. For all I know, the project can just get abandoned at anytime. I WILL take my time with this project.
Implementation Notes
As mentioned, this is mostly a learning experience, so certain things are implemented for the sake of learning. However, there are certain things that I didn't bother with because dealing with them will open up another can of worms. Either that or I find it too large of a feature to implement on my own without hating my existance. For these, I will use libraries.
As this point of time (20/8/2023), these are the things I won't bother for now:
- Game rendering: I remember dealing with OpenGL for a little bit and it being a not-so-pleasant experience. This is also a large topic on its own too.
- Camera System: This is an interesting one. I would really like to implement this. However, this is sort of tied to game rendering, so no.
- Windows and raw input handling: Not keen on this.
- GUI: I'm not about to roll my own GUI library for this.
- Data structures: Will only do it for specific reasons. Otherwise, use a library.
- Level editor: ... no. This is more towards GUI design which I'm not currently keen on.
Libraries/Tools used:
- raylib [link] + raygui [link]: MVP of this project. Basically the backbone of the game. I've use it for some past projects and it's always a pleasant experience. Can recommend!
- sc [link]: For data structures. The library targets server backend usage, so it might not be the most suitable usage, and is likely to be replaced. However, it has been a good experience using this library, so no complaints from me.
- LDtk [link]: A nice level editor. I haven't use it to its fullest extent, but definitely having a good experience so far.
- Aseprite [link]: Used it to create sprites. Good tool!
Progress
The engine features:
- An Entity-Component framework with an Entity Manager + memory pool that is specific for this project
- AABB collision system + Grid-based Broad phase collision detection
- Scene management and transition
- Assets management and sprite transition
- Simple level loading
Current progress:
- Simple main menu + sandbox scenes
- Player movement
- Tiles: Solid tiles, water, One-way platforms and ladders
- Crates: wooden and metal
- Arrows and dynamites
- Water filling
- Demo level pack loading
Build Instruction
- Build and install raylib.
- Clone this repository.
mkdir build && cd build && cmake ..
- Run:
./HATPC_remake
Depending on you raylib installation, you may need to specify its directory. Use the RAYLIB_DIR
variable to indicate raylib's installation path when running the CMake:
cmake -DCMAKE_BUILD_TYPE=Release -DRAYLIB_DIR=/usr/local/lib ..
There are also other binaries generated for testing purposes. Feel free to try them out.
Note on assets
This repository will not contain the assets used in the game, such as fonts, art, and sfx. However, the program should still run without those. Assets are placed in the res/ directory.