Hi all!
Not so long ago I started working on a minimalistic game engine for Flipper. The original goal was only just a PoC to prove it's possible but lately I have changed my mind and want to make this a reality. Currently it is not ready to use but I plan to release a usable version sometime this spring. If you are interested, please follow this thread. I'll do my best to share what I'm currently working on and give sneak peeks.
What features this project will include at first?
[Mostly finished]
- Entity and component hierarchy (not the same as ECS)
- Custom rendering solution with sprite rotation and scale support that runs on a separate thread and works on a back buffer to not lock up the main thread
[FINISHED]
- It can clean up after itself, no need to keep in mind your pointers, if you gave it to the engine it will destroy it when not needed anymore. Nested pointers are still your duty to clean.
- memory management helpers. Using these you can print out where you are creating pointers and where it is destroyed
- The engine checks for the heap size before start and after finish and will notify you in console if there is something that was not cleaned up
[Early stage]
- 2D physics implementation that with the help of the custom renderer will be able to rotate sprites
What is a possible update for later?
- I'm thinking to incorporate or re-invent a multi channel midi synth engine so the games can have effects and sounds
- Maybe a full 3D rasterizer can be added to the renderer or if that turns out to be too much for flipper then at least a raycaster
If you have any other suggestion please don't keep it to yourself π