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MoBaGEn

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Motivation

I started this game engine project because:

  • I want to sharpen my C++ skills;
  • I love game engine architecture;
  • I don't want to recreate all game engine stuff, I want to glue them all. "Life es too short to build a game engine from scratch"
  • I want to have full control of all the processes from code to the delivery;

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Why C++

  • Has many solid, well maintained, efficient and stable libs;
  • It speaks straight to hardware, you can do whatever you want;
  • It is portable.

Why CMAKE

It is the best all-around solution to:

  • Create projects cross-platform
  • Configure variables and flags
  • Build complex projects in easy way
  • Most relevant libs supports it

Why CPP-PM

  • Best package manager to import and use third party libs from source code with low maintenance code.

Architecture

Please refer to this doc.

Restrictions

  • If a library do not easily compile on all supported platforms, we won't use it.
  • Use consolidated libs and do not reinvent the wheel (only if is strictly needed)
  • Start small and make small steps towards the goal.
  • Always make everything lib interaction swappable as good as we can.
  • Never use any lib on the core code. The core should interact with the libs through a glue code. Ex.: core lib -> physics module -> bullet physics engine
  • Target the latest C++ version that is portable to our targets(iOS, Android, Windows, Linux, OSX, WEB). compiler support table.
  • CI should be able to build to all targets at once.

Examples

If you want to try code some AI examples, you need to follow this guide in order undestand and do your activity. https://docs.google.com/presentation/d/1OBEY-tb_ubgoq6Mk9lEsCFaYLINni3oPwjH8iAXEQQM/edit?usp=sharing

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MoBaGEn

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Languages

  • C++ 69.9%
  • CMake 13.8%
  • HTML 8.5%
  • C 4.3%
  • Shell 2.6%
  • Batchfile 0.9%
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