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Component-Based Game Object System Experiment

This was an experiment to learn more about component-based game object systems. I also wanted an excuse to play with some of the new C++11 features!

If you want to learn more about the awesomeness of component-based game object systems, read the paper here!

This project contains a basic asteroids game, as well as a JavaScript interface for real-time manipulation of game objects!

Screenshots

initial

screenshot

The screenshot demontrates what happens when you tell the SpaceShip's ShootComponent to emit SpaceShip game objects instead of bullets.

Dependencies

  • QT 5
  • OpenGL & Glew

Compilation

I have compiled this on Gentoo, Windows 7 and OSX 10.8. That said, I always need to tweak either the project file or a couple of import paths.

If you need help with compilation, please open an issue on Github and I'll do my best to help you out.

OSX

  1. Install glew: brew install glew
  2. In QT Creator: Create a new kit (File > Preferences > Build & Run), Choose GCC as the compile, Set the QT mkspec to macx-clang-libc++

License

GPLv3

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