A small game engine project with the sole purpose to learn, improve and invent. Focusing on the best solution for a given problem while not trying to solve everything.
More info about the development approach can be found in our wiki.
Depending if you are working on windows or linux you would user ice.sh or ice.bat to run the commands below.
To build this engine you will need the following tools and SDKs installed:
- Conan Package Manager - Used to manage project dependencies.
- This also requires python3 as a dependency.
- Windows:
- Visual Studio 2022 (17.13 or later)
- Windows Kit (10.0.19041.0 or later)
- Vulkan SDK (1.4.313.0 or later)
- Linux:
- Toolchain: Clang-20
- Vulkan SDK (1.4.313.0 or later)
- Android:
- Toolchain: NDK-28
- AndroidAPI: 35
- Web:
- Toolchain: Emscripten-v4.0.9
- MacOS: (No plans)
To properly initialize the workspace, you will need to setup Conan with configurations from the IceShard-Conan-Config repository. This contains the Conan clang profiles and remotes that should be used with this project.
The quickest way to setup Conan for this project is to use the following command:
conan config install https://github.com/iceshard-engine/conan-config.git
This happens automatically on any executed command. However executing it directly might help identify issues in the tools configuration.
./ice init./ice devenv --ide vstudio # Generates a `.sln` file _(and necessary project files)_ using FastBuild as the generator.
./ice devenv --ide vscode # Generates `.vscode/*.json` files that define various build, run and debug targets.Once the project is generated you can build and debug the project in that specific IDE.
For Visual Studio Code it's necessary to have the LLDB debugger extension installed. (win:'cppvsdbg', unix:'lldb-dap')
./ice build all-x64-Debug # Builds the debug build for x64 bit windows/linux../ice script start -- Debug # Starts the Debug build created in the previous step.Current list of advertisement:
- Dependency injection based architecture.
- Support for basic input devices.
- APIs designed with the 'RAII' principle.
- Exceptions are debug tools and utilities.
- Inovative resource and asset systems.
- Data-oriented ECS implementation.
- Abstracted API for rendering. (Vulkan)
- Multi-threaded logic and graphics using C++ coroutines.
Thid party tools and features:
- Support for Tracy profiler.
- Optional DevUI API based on ImGui. (ex. disabled in Releaseand Profile builds)
- Simple 2D Physics implemented with Box2D
- Loading of common file formats supported with RapidXML, RapidJSON and Assimp.
- Logging using the fmt library.
- Unit tests written in the Catch2 framework.
Under reconstruction...
Under reconstruction...
The engine is licensed under the MIT License.
Additionally, all used third party libraries are mentioned in the thirdparty/README.md. Their licenses are available for lookup in thirdparty/LICENSES.txt
This project was heavily inspired by several articles, but mostly by the BitSquid development blog.
Additionally, some parts of the engine were initially based on the BitSquid Foundation Library which was discussed here: https://bitsquid.blogspot.com/2012/11/bitsquid-foundation-library.html.