Go to file
2021-02-21 16:29:13 -08:00
include added vec3 skeleton 2021-02-21 16:29:13 -08:00
src more precise timing 2021-02-06 00:13:50 -08:00
.gitignore first true commit 2020-08-26 00:38:01 -07:00
CMakeLists.txt Emscripten build 2021-01-04 00:58:24 -08:00
LICENSE Initial commit 2020-08-26 00:03:51 -07:00
README.md update links 2021-01-13 09:38:31 +01:00

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! Use at your own risk! ☆

building

  • Requires C++17 and CMake 3.12+
  • Platform Backend
    • SDL2 can be enabled in CMake with SDL2_ENABLED, and setting SDL2_INCLUDE_DIRS and SDL2_LIBRARIES
  • Graphics Backend
    • OpenGL can be enabled in CMake with OPENGL_ENABLED.
    • D3D11 (unfinished) can be enabled in CMake with D3D11_ENABLED.
  • Other backends can be added by implementing the Platform Backend or Graphics Backend.

notes

  • There's no Shader abstraction, so the Sprite Batcher has hard-coded GLSL/HLSL. This will need to change.
  • Only floatN/mat3x2/mat4x4 uniforms are supported.
  • There's no Audio API or backend implementation yet.
  • No threaded rendering so it will explode if you try that.

a sample application

#include <blah.h>
using namespace Blah;

Batch batch;
TextureRef tex;

void startup()
{
	tex = Texture::create("player.png");
}

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.tex(tex, Vec2(64, 0), Color::white);
	batch.pop_matrix();
	
	batch.render();
	batch.clear();
}

int main()
{
	Config config;
	config.name = "blah app";
	config.width = 1280;
	config.height = 720;
	config.on_startup = startup;
	config.on_render = render;
	
	App::run(&config);
	return 0;
}