euphoria
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data driven "game engine"
Euphoria is a data-driven "game engine". It's in quotes because
- the term "engine" is really vague.
- it also contains other things that aren't related to game engine at all (like csv import and a non-realtime ray tracer)
Euphoria is under heavy development, not ready for prime time, and the final product will be focused on live programming/automatic refresh between computer and target devices (that include computers) with a feature set that lies between love2d (do whatever you like) and fps game creator(restrictive but quick prototyping).
Demos
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There is a youtube playlist here that has small sample videos of some parts.
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Various screenshots what the engine can generate.
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For each commit, theere are a few html friendly things generated over here such as doxygen, some color palettes and smaller tests for collision and debugging tools.
About the code
The folder structure should follow the pitchfork layout.
All names should follow snake_case
, both for variables, members, functions and files. The only exception are C++ macros that should follow SHOUTING_SNAKE_CASE
and structs & template arguments that should follow PascalCase
. Convertion functions should either be named con
if the convertion is obvious, otherwise it should be named c_foobar
where foobar
describes the conversion, casts are discouraged to the point of being forbidden outside of the 'convertion functions'.