.NET Game Engine "stapled" together
Status: Early state, usable for small demos
- Unity-style Editor app that runs on windows, linux, and mac, that can edit game data and make builds for windows, linux, mac, and android
- Unity-style custom editor scripting and editor window scripting
- C# game scripting
- Custom asset system
- Entities inspired by both modern ECS and Unity
- Input (Keyboard, Mouse, Touch, Gamepad)
- Meshes, including some imported formats and skeletal animation
- Physics (3D: Jolt Physics)
- Audio (MP3, WAV, OGG) through OpenAL
- Shader format based on BGFX, in a single file
- Baking pipeline (Baker) that processes game resources to fast usage in engine
- Resource Packer that packs multiple files in its own format
You can grab binaries from the releases page. You also need the .NET 8 SDK.
You need premake to generate some project files, as well as the .NET 8 SDK.
You also need visual studio 2022.
You also need xcode.
To compile dependencies, open the visual studio dev terminal, go to the Dependencies
directory, and run build_windows
.
After that, you will need to compile the engine, so go to Engine
and run build_windows.cmd
.
After building the engine, you must build the tools, so go to Tools
and run build_windows.cmd
.
After building the tools, go to the main folder of the repo and run builddefaultresources.cmd
to prepare the default assets.
Finally, go to the Redist
folder in Dependencies
and copy the windows DLLs to the Staging
folder. You can now run StapleEditorApp
.
sudo apt install git build-essential libxi-dev libxinerama-dev libxrandr-dev libxcursor-dev libgl1-mesa-dev libx11-dev libgtk-3-dev
To compile dependencies, go to Dependencies
and run build_linux.sh
.
After that, you will need to compile the engine, so go to Engine
and run build_linux.sh
and then run build_backends.sh
.
After that, you will need to compile the tools, so go to Tools
and run build_linux.sh
.
After building the tools, go to the main folder of the repo and run builddefaultresources.sh
to prepare the default assts. Do notice that we can't build windows direct3D shaders in linux, so you'll be limited to OpenGL, Metal, and Vulkan there.
Finally, go to the Redist
folder in Dependencies
and copy the linux DLLs to the Staging
folder. You can now run StapleEditorApp
.
To compile dependencies, go to Dependencies
and run build_macos.sh
.
After that, you will need to compile the engine, so go to Engine
and run build_linux.sh
and then run build_backends.sh
.
After that, you will need to compile the tools, so go to Tools
and run build_linux.sh
.
After building the tools, go to the main folder of the repo and run builddefaultresources.sh
to prepare the default assets. Do notice that we can't build windows direct3D shaders in linux, so you'll be limited to OpenGL, Metal, and Vulkan there.
Finally, go to the Redist
folder in Dependencies
and copy the linux DLLs to the Staging
folder. You can now run StapleEditorApp
.