s1ddok / Fiber2D

Cross-platform 2D Game Engine in pure Swift
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android bgfx cross-platform directx fiber2d game-engine games ios linux macos metal opengl sdl swift swiftpm tvos vulkan

Fiber2D

Join the chat at https://gitter.im/Fiber2D/Lobby

Swift Version Build State Target Platforms

This project originated as cocos2d-objc rewrite to Swift. As I stopped commiting to the repo since June, because Obj-C is dead for me.

This is still in a very alpha state, but you already can build some games with it, even though it may be unpleasant process as I change API almost every day. The project served as .dylib (.so on Linux/Android) that builds by Swift Package Manager. It requires some project config in order to use it, but you can experiment with the demo provided in the repo. Generally the project should be considered unstable and most of the API is likely to be changed.

Basement

We worked hard before starting this project and it relies on several self-made libs we made:

Thanks to them we currently have:

What it looks like?

Currently this repo only contains demos for Linux, Android, iOS and macOS. macOS demo can use both MetalKit and SDL. iOS demo only supports MetalKit for now and can be easily ported to tvOS. Linux and Android demos can only be compiled with SDL, hence only GL rendering backend is available.

You can get the idea from this GIF: Fiber2D Demo Gif

Goals (updated 29 DEC 2016)

My goals for the near future are (order means nothing):

We have a trello which I will try to maintain soon.

Build

macOS

  1. Clone

    $ git clone --recursive https://github.com/s1ddok/Fiber2D.git

  2. Call helper script, that will do all the preparation stuff for you.

    cd external/SwiftBGFX/3rdparty/bgfx
    make osx-debug64 
  3. Generate XCode project

    cd ../../../../
    make xcodeproj-macos
  4. Open XCode project, compile and run. You should see the demo yourself.

iOS

  1. Clone, build bgfx for iOS
  2. make xcodeproj-ios
  3. Open demo XCode project, drag Fiber2D-iOS.xcodeproj somewhere in System/iOS group (just for reasonable structure).
  4. Go to Project Settings -> Fiber2D-demo-iOS Target settings. Add all frameworks from Fiber2D-iOS to Embedded binaries: Embedded binaries example Double check that the same binaries appear in Target dependencies section of Build Phases.
  5. Compile and run

Contributors

Questions

You can reach me on twitter (@s1ddok) or by e-mail in my profile.

LICENSE (BSD 2-clause)

All parts in this package (Fiber2D, SwiftMath, SwiftBGFX and bgfx itself) use the same license.

Copyright 2016 Andrey Volodin. All rights reserved.

Redistribution and use in source and binary forms, with or without modification, are permitted provided that the following conditions are met:

  1. Redistributions of source code must retain the above copyright notice, this list of conditions and the following disclaimer.

  2. Redistributions in binary form must reproduce the above copyright notice, this list of conditions and the following disclaimer in the documentation and/or other materials provided with the distribution.

THIS SOFTWARE IS PROVIDED BY COPYRIGHT HOLDER ``AS IS'' AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.