ENGINE..... vrooooommm
Go to file
2022-01-11 18:55:02 +01:00
.github/workflows wip gh workflows 2021-12-14 17:02:17 +01:00
cmake initial import, >900commits predate this 2020-09-29 13:58:20 +02:00
docs fix wrong docs 2021-04-08 17:07:16 +02:00
external update to entt v3.9.0 2021-12-21 14:04:02 +01:00
framework more trace logging in filesystem 2022-01-11 18:55:02 +01:00
res initial import, >900commits predate this 2020-09-29 13:58:20 +02:00
screens remove old transform and velocity components and replace with new decomposed components 2022-01-09 18:32:59 +01:00
systems remove old transform and velocity components and replace with new decomposed components 2022-01-09 18:32:59 +01:00
.gitignore add mingw-w64 support 2021-11-30 19:50:40 +01:00
.gitmodules initial import, >900commits predate this 2020-09-29 13:58:20 +02:00
CMakeLists.txt default to BUILD_TESTING=ON if the engine is built as a root project 2021-12-01 15:36:08 +01:00
LICENSE update copyright year 2022-01-04 20:43:00 +01:00
mm_options_and_defines.cmake initial import, >900commits predate this 2020-09-29 13:58:20 +02:00
README.md typo in readme 2021-01-24 21:38:50 +01:00

mm

MushMachine

This is a Game Engine/Framework, originally developed for GHdeducted (a 2D game), but has since expanded its scope to be more generic. For example it also includes 3D stuff, instead of just 2D. Furthermore it got stripped of some dependency heavy dependencies (yea that's a thing).

The initial Developers are Erik Scholz and Felix Richter. Currently developed and maintained by Erik Scholz.

The private repo had over 900 commits, before the first public release.

Platforms

  • PC (Linux, Windows and maybe APPLE(untested))
  • Android (untested)
  • Web (huh? yea! via Emscripten, wasm and WebGL2)
  • anything if you put your mind to it....
  • Rendering wise, only Opengl3.3/ES3 is included in the Engine

Roadmap

  • Rewrite the Input service (the code was ported in and is older than the Engine (2017))
  • Extend the SDL service with Vulkan support (it's 2020 so yea)
  • Filesystem refactor (like a proper file type, with destructor and stuff)
  • l10n support
  • ImGui integration refactor (for making it usable as a game ui, not just for debugging)
  • more service interfaces (with focus on networking)
  • multithreading updates (maybe a jobsystem idk)

Limitations

  • Features in general. It's more of a Personal Framework than something I want everyone to use ;).
  • Only ships where OpenGL 3.3 or OpenGL ES 3 are available (includes web via Emscripten's ES3 emulation)
  • not optimized for performance
  • no multithreading in the Engine itself
  • basically most of the Roadmap fits here too

License

MIT you bet

Source Structure

  • framework (where most of the code lives)
  • systems (some prepackaged ecs-systems )
  • screens (some prepackaged MM::Screens )

Libraries Used

Thanks

  • The GHdeducted-Team, the reason this exists.
  • ...and to all the developers of the libraries used in this project. <3