A small game engine project with the sole purpose to learn, improve and invent. Focusing on the best solution for a given problem while not trying to solve everything.
More info about the development approach can be found in our wiki.
Current list of advertisement:
Thid party tools and features:
A quick overview how to build the engine on your machine.
To build this engine you will need the following tools and SDKs installed:
To properly initialize the workspace, you will need to setup Conan with configurations from the IceShard-Conan-Config repository. This contains the Conan clang profiles and remotes that should be used with this project.
The quickest way to setup Conan for this project is to use the following command:
conan config install https://github.com/iceshard-engine/conan-config.git
This project uses its own command line tool named Ice Build Tools to provide various utilities that can be used during development.
It is a Conan package that will be installed on first use. It can be easily updated at any point or reset by removing the ./build/
directory when something goes wrong.
build
commandBuilding the engine is straight forward, all you need to do is to call this command in your terminal and you have built the engine.
./ice.sh build
./ice.bat build
You can further specify the target you want to build by using the -t --target
option.
ice build -t all-x64-Debug
vstudio
commandThis command allows to generate project files for Visual Studio and open the solution.
ice vstudio --start
run
commandThis command allows to execute pre-defined lists of other commands or tools in order. These execution scenarios
are stored in the scenarios.json
file and currently provide a quick way to run the test application and to build shaders on the Windows platform.
:: Build all shaders into Vulkan SPIR-V
ice run -s shaders
:: Run the default-built test application executable (all-x64-Develop)
ice run
Contributions are welcome, however they need to follow the Coding Style of the engine and pass the review process.
Additionally, some contributions might also require additional changes if the implementation does not follow the design principles of this project.
It is however possible to ask for a separate repository that will and provide new features via modules API. This would only require to follow the aforementioned coding style.
The engine is licensed under the MIT License.
Additionally, all used third party libraries are mentioned in the thirdparty/README.md. Their licenses are available for lookup in thirdparty/LICENSES.txt
This project was heavily inspired by several articles, but mostly by the BitSquid development blog.
Additionally, some parts of the engine were initially based on the BitSquid Foundation Library which was discussed here: https://bitsquid.blogspot.com/2012/11/bitsquid-foundation-library.html.