## blah a small C++ game framework for 2D games. goal is to be simple and use as few dependencies as possible, to maintain easy building and portability. this will likely see breaking changes. #### building - Requires C++17 and CMake - The [SDL2 platform backend](https://github.com/NoelFB/blah/blob/master/private/blah/internal/platform_backend_sdl2.cpp) can be enabled in CMake with `SDL2_ENABLED`, and setting `SDL2_INCLUDE_DIRS` and `SDL2_LIBRARIES` - The [OpenGL graphics backend](https://github.com/NoelFB/blah/blob/master/private/blah/internal/graphics_backend_gl.cpp) can be enabled in CMake with `OPENGL_ENABLED`. - Other backends can be added by implementing the [Platform Backend](https://github.com/NoelFB/blah/blob/master/private/blah/internal/platform_backend.h) or [Graphics Backend](https://github.com/NoelFB/blah/blob/master/private/blah/internal/graphics_backend.h). #### notes - There's no Shader abstraction, so the [Sprite Batcher](https://github.com/NoelFB/blah/blob/master/public/blah/drawing/batch.h) has hard-coded GLSL. This will need to change. - The rendering layer may be replaced with [FNA3D](https://github.com/FNA-XNA/FNA3D), [BGFX](https://github.com/bkaradzic/bgfx), [Sokol](https://github.com/floooh/sokol), etc, or I may attempt to write custom backends for D3D11/Metal/Vulkan myself, like the OpenGL backend. - There's no Audio API or backend implementation yet. - No threaded rendering so the OpenGL implementation will explode if you try that #### a sample application ```cpp #include using namespace Blah; Batch batch; void render() { App::backbuffer->clear(Color::black); auto center = Vec2(App::backbuffer->width(), App::backbuffer->height()) / 2; auto rotation = Time::elapsed * Calc::TAU; auto transform = Mat3x2::create_transform(center, Vec2::zero, Vec2::one, rotation); batch.push_matrix(transform); batch.rect(Rect(-32, -32, 64, 64), Color::red); batch.pop_matrix(); batch.render(); batch.clear(); } int main() { Config config; config.name = "blah app"; config.width = 1280; config.height = 720; config.on_render = render; App::run(&config); return 0; } ```