RE ENGINE FX
lightweight, expressive, extensible multimedia engine
- only library dependency is
raylib
(v5.0) - engine features
- combined, mixable 2d and 3d graphics support
- cross platform, system-independent graphics
- composable, modular game components and rendering
- virtual input for transparent rebinding and cross platform input
- vector/matrix math hidden behind nice abstractions
- vr support
- modular, data-driven Scene-Entity-Component architecture
- full headless execution support, making unit tests simple
- emphasis on simplicity and readability, avoidance of unnecessary abstraction
- multi scene layering and compositing
- highly extensible with custom components and logic
- everything can be overrided or extended
- fluent debugging
- real time runtime debug console and inspector
- simple and powerful glsl shaders
- bulit-in shaders for stylized lighting and postprocessing
- streamlined shaders api for custom glsl shaders
- wip
- wip: physics support and integration
- wip: tilemaps with tiled
requirements:
make
and a C compiler (gcc
,clang
)dub
and a D compiler (dmd
,gdc
,ldc
)
rengfx depends on raylib (via dray bindings).
by default, dray
will run a pre-generate script that automatically builds raylib
.
build engine:
dub test # run tests
dub build # build library
open docs locally:
dub run -b ddox
run demo:
cd demo/<name>
dub run # run demo
copyright © 2020-2022, redthing1.
available to use under the LGPL v3.0.
libraries:
- raylib, Zlib license