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2025-09-15 07:13:26 -05:00
bin I guess I'll try and do some work (something about trying to force inline the vector operators but failing, and ensuring the internal physics system should work for the dreamcast with its quantized meshes (maybe, it's still quite underperforming compared to RP3D), probably some other things from a week or so ago) 2025-09-14 20:37:34 -05:00
client more clang asan checks (and getting it to compile on MSYS2/clang) 2025-08-23 18:21:50 -05:00
dep crammed linux support and spent several hours trying to hunt down static initialization demons just for my .so lib to be made wrong 2025-08-23 01:50:57 -05:00
docs barebones documentation, commit in case I butcher code migration 2025-08-10 18:31:20 -05:00
engine lol... 2025-09-15 07:13:26 -05:00
ext wasted a week on trying to roll out my own physics system just to be humbled when it almost works but doesn't work well enough (probably a bad solver, will probably revisit it at a later date) 2025-08-30 15:52:30 -05:00
makefiles finally nailed a memory leak because past me made assumptions RP3D cleared the triangle parts on body destruction per the documentation (although I still crash after a while on the DC build from fragmentation at 9MiB consumed......), crammed filetype preference to resolveURI since everything should be using that anyways, some other cruft I forget trying to nail down this memory leak 2025-08-24 20:47:32 -05:00
.gitignore bug hunting through address sanitizer (at least for opengl) 2025-08-23 15:58:38 -05:00
debug.sh crammed linux support and spent several hours trying to hunt down static initialization demons just for my .so lib to be made wrong 2025-08-23 01:50:57 -05:00
LICENSE
Makefile bigly refractors vector/quaternion/matrix all around (and beginning to ensure SIMD optimizations for physics) 2025-09-04 00:46:01 -05:00
program.sh crammed linux support and spent several hours trying to hunt down static initialization demons just for my .so lib to be made wrong 2025-08-23 01:50:57 -05:00
README.md crammed in vall_e.cpp support to finally justify creating it (and a bunch of other things) 2025-08-02 23:02:49 -05:00

Engine

An unnamed, almost-entirely from-scratch, engine written in C++.

Build

While the build system is fairly barebones and robust under make, dependency tracking is not.

  • Ensure all requested dependencies under REQ_DEPS are available in your build system, as well as a valid compiler under CC/CXX.

Configuration for build targets are available under ./makefiles/ are available with the naming convention ${system}.${compiler}.make.

  • Additional compiler flags and make variables can be specified here.

To compile, run make. The outputted libraries and executables will be placed in the right folders under ./bin/.

Run

Currently, a barebones setup is provided via the .zip bundle.

If adequate assets are provided, run ./program.sh or make run. This ensures the path to the required libraries are added to the PATH.

Documentation

The provided documentation under ./docs/ should (eventually) provide thorough coverage over most, if not all, of this project.