xygine
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2D engine / framework built around SFML
By default a `Scene` can be rendered multiple times with different `Camera` components to create effects such as split screen or picture in picture. This breaks when `PostProcess` is enabled...
Currently still requires construction with AudioResource class. ~~Would be nice to add mixer channel as a property to the audioscape file format also.~~ Apparently past me thought this was such...
While I try to keep the wiki as up to date as possible it is likely that the information is incomplete based on my personal assumptions of the reader's knowledge...
Disclaimer: Most of this happened accidentally, at various levels of sobriety, without any real plan. The biggest change is xy::App::getRenderTarget() replaces getRenderWindow(). This allows the editor to show the game...
Currently adding more than one state before the state stack's first update will cause existing states to be removed. This should be fixed so that the stack can be initialised...
The repository contains two tools: a sprite animation editor and particle editor. These are used to preview and create the data files used by xygine's AnimatedSprite component and ParticleSystem component....
Hi, Are you planning to add mobile support or are you going to keep the engine desktop only? Thanks.
I've noticed when using xy::Filesystem::getRelativePath() that the input has to be correctly formatted to get the expected results (unless my expectations are wrong... which I wouldn't rule out) Say there's...
Getting some build errors in g++ 5.4.1 on Linux; just wanted to make you aware just in case you weren't already. I can create a pull request if you like...
Currently the Scene object renders the two farthest layers to a downsampled buffer, which is then used by the MeshRenderer as a reflection map. This is sub-optimal, as the MeshRenderer...