Dependency free, bleeding edge game engine.
- Added 'Layer::OnEvent()', 'Layer' now handles an event by itself and
doesn't need another class to determine the event's type
- Added reverse iterators 'rend()' and 'rbegin()' to 'LayerStack'
- Removed 'LayerStack::On*()', 'LayerStack' is meant to be a data
structure for the layers,
- 'Layer::On*Event()' are now protected and called by 'Layer::OnEvent()'
- 'Application' now handles iterating through the 'Layer's
and calling the update/on* functions
- Fixed a typo where in 'Mirror' where the name of the 'MirrorLayer' was
"SandboxLayer" instead of "MirrorLayer"
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||
|---|---|---|
| BuildScripts | ||
| Dependencies | ||
| Engine | ||
| Mirror | ||
| Sandbox | ||
| .gitignore | ||
| .gitmodules | ||
| README.md | ||
Light
A 2D cross-platform game engine
Supported Graphics APIs
- OpenGL
- DirectX
Will support:
- Vulkan
- Metal
Supported Operating Systems
- Windows
- Linux
Will support:
- Mac
Getting Started
- Run
git clone --recurse-submodules -j4 https://github.com/Light3039/Light - Open BuildScripts folder and build the project
- Use the Sandbox project (a Demo project will be added soon)
Acknowledgments
Huge thanks to these people:
- TheCherno for teaching C++, OpenGL and GameEngine development
- Chili for teaching DirectX
- JoeyDeVriez for creating learnopengl.com