A game engine made using both Rust and C++. The Rust language is used for the networking side of the engine, while C++ is used for standard rendering
Compilations are tested and ran on a Macintosh, so Windows compilation results may vary. Make sure Rust Language is installed, as the RcNetwork library won't compile.
To make sure the Rust library compiles correctly, please make sure to
put the source sdk folder for steamworks sdk within RcEngine/external/RcNetwork/external
, or you can compile without it by deleting the steam folder within RcNetwork
and removing the reference in Cargo.toml
Work in progress
Clone the project with git clone recursive
git clone --recurse-submodules -j8 https:///github.com/triscuitcircuit/rcengine.git
cd rcengine
Standard Cmake build
1. make a "build" directory within the main directory mkdir build
cd build
- run cmake within the build directory
cmake ..
Xcode build from script
- Go to the scripts directory and run the "generate-xcode.sh" script
OR 2. Run the script through the MacOS terminal
bash generate-xcode.sh
Then open up the Xcode project that was generated in the "xcode-build" folder
Visual Studio build from .bat
On Windows, you can run the "generate-VSproj.bat" file located in the "scripts" folder.This will generate a Visual Studio project within a Visual Studio 2019 project within a folder called "visual-studio-build".
While very early in development, feel free to comment changes you would want in a simple game engine. This engine isn't meant to be a AAA engine by any means, and the scope is to make a 2.5D editor and engine with network capabilities.
- Special thanks to TheCherno for his guide on game engine design!
- A special shout-out to 0x (https://github.com/0xworks) for helping with my OpenGL questions (And help with
OpenGLTexture.cpp
)!! - A special thanks to Light3039 on github for texture debug help( and for the
Tiles.png
debug texture)!!!!