tiny-game-engine
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资源说明:A small OpenGL game engine.
tiny-game-engine
================

A small OpenGL game engine, created by Bas Fagginger Auer.

Copyright
---------

The tiny game engine is distributed under the GNU General Public License version 3, please see COPYING.

Requirements
------------

Before compiling this software, please ensure that the following tools are available on your system.
Debian/Ubuntu package names are supplied between parenthesis for convenience.

1.   A sane build environment (build-essential, g++).
2.   CMake (cmake).
3.   OpenGL libraries.
4.   GLEW OpenGL Extension Wrangler Library (libglew-dev).
5.   OpenAL library (libopenal-dev).
6.   OGG Vorbis library (libogg-dev, libvorbis-dev).
7.   SDL 2 Simple DirectMedia Layer (libsdl2-dev).
8.   SDL 2 image library (libsdl2-image-dev).
9.   SDL 2 font library (libsdl2-ttf-dev).
10.  SDL 2 networking library (libsdl2-net-dev).
11.  Asset importer library (libassimp-dev).
12.  Tiny XML library (libtinyxml-dev).

Installation
------------

Compiling the tiny game engine is done using CMake.
Please open a terminal and go to the directory where the package was extracted (containing this README).
Then, issue the following commands:

1.   mkdir build
2.   cd build
3.   cmake ..
4.   make

This will automatically build the tiny game engine library (libtinygame), as well as tests for this library's functionality.

Installation using Visual Studio 2013
-------------------------------------

Create a symbolic link inside the build_win32 folder:

1.   cd build_win32
2.   mklink /D tiny ..\tiny

Then, you can open build_win32/TinyGameEngine.sln using Visual Studio 2013 to compile TinyGameEngine.lib.

Currently, the Visual Studio project file assumes that all dependencies are available as follows:
1.   Include files in external_win32/Include, as well as a manually updated version of config.h (see config.h.cmake).
2.   32-bit library files in external_win32/Lib/x86.

Using libtinygame
-----------------

To familiarise yourself with the tiny game engine, I would recommend looking at the source code of the provided examples in the [src](/src/) directory.
Below is a list of examples, ordered by complexity, together with the particular elements that they are designed to test.

*   [test_SDLApplication](/src/test_SDLApplication.cpp): Create an empty SDL window.
*   [test_ComputeTexture](/src/test_ComputeTexture.cpp): Example in which a test image is passed through a simple GLSL fragment shader to the screen.
*   [test_Font](/src/test_Font.cpp): Read a TrueType font and display text on the screen.
*   [test_Console](/src/test_Console.cpp): Provide a console to provide direct commands to the engine.
*   [test_StaticMesh](/src/test_StaticMesh.cpp): Render a cube on the screen, viewed through a controllable camera.
*   [test_SoundSource](/src/test_SoundSource.cpp): Play a 440Hz test tone.
*   [test_ReadStaticMesh](/src/test_ReadStaticMesh.cpp): Render a mesh read from disk on the screen, viewed through a controllable camera.
*   [test_ShaderHashing](/src/test_ShaderHashing.cpp): Test hashing functionality of shader programs for multiple different meshes rendered with the same shader program.
*   [test_ReadAnimatedMesh](/src/test_AnimatedMesh.cpp): Read and render an animated mesh using skeletal animation.
*   [test_ReadSample](/src/test_ReadSample.cpp): Read and play an OGG audio sample.
*   [test_StaticMeshHorde](/src/test_StaticMeshHorde.cpp): Render a large number of cube instances on the screen, viewed through a controllable camera.
*   [test_AnimatedMeshHorde](/src/test_AnimatedMeshHorde.cpp): Same as above, but with skeletal animation.
*   [test_Terrain](/src/test_Terrain.cpp): Fly over a simple terrain.
*   [test_TerrainFar](/src/test_TerrainFar.cpp): Fly over a very large terrain.
*   [test_Quadtree](/src/test_Quadtree.cpp): Example of using a quadtree for level of detail management.
*   [test_TerrainFancy](/src/test_TerrainFancy.cpp): Fly over a very large terrain with advanced texturing, atmospherics, and a forest.
*   [test_Network](/src/test_Network.cpp): Basic networking functionality.
*   [test_WorldIconHorde](/src/test_WorldIconHorde.cpp): Draw a large number of player-facing sprites.


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