Inspired by this video by ModernVintageGamer https://www.youtube.com/watch?v=SV8uBtUHAkQ
This is an OpenGL Wolfenstein3d like system using raylib.
- Reads levels from LDtk (https://ldtk.io/)
- Data Driven design
- Resource and Texture Management
- Fake lighting and Ambient Occlusion
This project uses game-premake for raylib (https://github.com/raylib-extras/game-premake) and is configured using premake.
Run the premake-VisualStudio.bat to generate the .sln, then open it.
Run the premake-mingw.bat to generate the makefile, then run make in the folder. If you get shell errors then run make SHELL=cmd
Run run ./premake5 gmake2, then run make in the folder
Run run ./premake5.osx gmake2, then run make in the folder
Open the folder in vscode and build
Holds the main app, very lightweight.
Holds the map, game objects, and systems
Cube based level, read from Tiled TMX files
Things that need to be updated in some specific order. Tracked by a hash ID so they can be found by other things.
- Input/Action System
- Player Management System
- Rendering System
Global thigns that manage stuff, but don't need an update.
- Texture Manager
- Resource Manager
- Table Manager
- Game Time
Entities in the game, have components, can register with systems for simple ECS-like operations
Data attached to components, can register with systems, for simple ECS-like operations
Any file read by the game at runtime, managed by resource manager
Simple key/value pairs for storing generic resource data. All data is initally read from the bootstrap table and it's dependencies.
Copyright (c) 2020-2024 Jeffery Myers
This software is provided "as-is", without any express or implied warranty. In no event will the authors be held liable for any damages arising from the use of this software.
Permission is granted to anyone to use this software for any purpose, including commercial applications, and to alter it and redistribute it freely, subject to the following restrictions:
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The origin of this software must not be misrepresented; you must not claim that you wrote the original software. If you use this software in a product, an acknowledgment in the product documentation would be appreciated but is not required.
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Altered source versions must be plainly marked as such, and must not be misrepresented as being the original software.
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This notice may not be removed or altered from any source distribution.