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geee

Geee is a very bare bone library to build games. It´s a mix between a game engine and framework (e. g Monogame). Scripting is done through the runtime where you can load the scenes, assets created in the editor. It currently uses exclusivly Vulkan as the graphics API.

Current Features

  • 2D quad, bezier splines Rendering
  • Basic 3D redering
  • ImGui as Editor UI

Current Goals

  • Basic scene/level editor
  • Asset Management, asset browser
  • Basic renderer/application multithreading
  • Physically based rendering

Getting Started

Prerequisites

  • Vulkan SDK: with Shader Toolchain Debug Symbols.

Setup

  1. Clone the Repository:

    git clone --recursive https://github.com/Anton-Horn/geee.git
    cd geee
    build.bat
  2. Building the Application:

    • For Visual Studio: run build.bat
    • Any other build systems: run premake with desired target

Usage

Create scenes

  1. compile and run the editor project

Building own runtime, scripting

  1. Setup -Link enginecore and set src as include path
#include "ec.h"

void createApp(ec::Application& app) {

}

void updateApp() {

}

void terminateApp() {

}

// ...

ec::ApplicationCreateInfo createInfo;
createInfo.createCallback = createApp;
createInfo.updateCallback = updateApp;
createInfo.terminateCallback = terminateApp;
createInfo.windowCreateInfo = { 1280, 720, "window_name" };

ec::Application app;
app.create(createInfo);

Native C++ Scripting

  • All main components of the engine can be accessed through C++

Used Libraries

  1. Core
  • cgltf: loading gltf models
  • glfw: platform independent window creation and user input
  • glm: math library
  • spdlog: fast threadsafe logging library
  • vma: used to allocate vulkan memory
  1. Editor
  • imgui

Contributing

Contributions are welcome! If you'd like to contribute, please follow these steps:

  1. Fork the repository.
  2. Create a new branch for your feature or bug fix.
  3. Commit your changes.
  4. Push your changes to your fork.
  5. Submit a pull request.

License

This project is licensed under the MIT License

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