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Lionheart

Game engine for personal use

Entity-component registry

Create new components by declaring a component class extending the ComponentBase class. Create a function for building them from an XML node by specialising the BuildComponent function template in XMLParser.h, and mapping the desired XML tag name to this function using XMLParser::RegisterComponent().

World generation

Randomly generate hex-gridded planets with plenty of customisation

Revolving

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Game engine for personal use

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