Pictel 2d 0.1
Game Engine Documentation
Pictel 2d Game Engine

Short Description

Simply put - it's a 2D game pixel-engine written in C++ that, in theory, should be compatible with MacOS/iOS, Windows & Linux. Most of the engine is platform agnostic. Only a small, specific parts of this software deal with the target platform like the actual renderer.

This is a work in progress. Work done in no particular order and no set end-goal in mind. There's some metal in C++ implementation here. Some sprite management. Some exposed C++ classes for scripting. In the worse case scenario maybe it helps someone that dreams of building their own game engine from scratch ;)

Long Description

It's a C++ based renderer with backend written (so far) for iOS/TVOS and macOS. There's some platform specific functionality like the virtual gamepad that works on iOS only, some gamepad support for macOS as well and, once I get to it, the same will happen for Windows & Linux.

Exposed functionality, in form of C++ abstract classes (interfaces), is available to the actual game scripts. The main github branch includes the sample code (so far only Xcode/macOS due to convenience and lack of time).

Some stuff is there purely for convenience, other (like the Apple provided graphics file reader) should soon be replaced with their own, implementation.

The project also uses Pictel-sound, a sound library, that relies on OGG/Vorbis (complied by yours truly for macOS/Windows), that in turn, sometimes, uses miniaudio.

Completness

Is none at the moment. But maybe... in the future, might increase to a point above zero ;)

Scripting interface quick-access.

See Init params to get a list possible ini params.

See Command Line parameters to get a list of command-line parameters.

See Exposed Functionality for available classes & functions that can be used in the game scripts.

See Font Management to learn how to render texts.

See Sound Management to learn how to play OGG/Vorbis files.

See Animation to learn basic animation.