Features at present:
- dynamic realtime texture-atlasing
- invisible large-texture usage ie. textures larger than graphics card’s upper limits get split up and treated like any normal texture
- multiple parallax-layer support
- non-orthogonal sprite class
- basic game object class
- Advanced sound and music support
In SDL2+image+mixer of course.
Working on:
- quadtree collision detection
- the rest
If anyone’s interested get in touch and I’ll flick you some more details.
Features at present:
- dynamic realtime texture-atlasing
- invisible large-texture usage ie. textures larger than graphics card’s upper limits get split up and treated like any normal texture
- multiple parallax-layer support
- non-orthogonal sprite class
- basic game object class
- Advanced sound and music support
In SDL2+image+mixer of course.
Working on:
- quadtree collision detection
- the rest
If anyone’s interested get in touch and I’ll flick you some more details.
I’m working on my engine also, current features:
-2D sprites (3D objects are possible, but not implemented at this stage)
-Scene management
-Resource management
-Audio management
-Hierarchical scene controls (similar to WinForms), buttons, sprites, labels, panels, timers
-Proprietary scripting language
-Remote debugger
-Ads support (google adworks) on both iOS/Android
-Leaderboards support (iOS->Game Center, Android->Google Play)
-Basic Box2D integration
-Currently supported platforms: Windows, iOS and Android. Possibly Windows Phone
I’m using SDL, SDL_Mixer, SDL_Net and SDL_Image.
I have a game fully developed that I will release soon. There’s still some things to tweak and I still have to add sound. When the game is released (in less then 2 months I hope), I will have a website that will have information about this engine and the game itself (and a few other projects of mine).