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This is a framework and engine I've been developing along with other C++ projects to be a highly performant and flexible graphics/game fundamentals library. It's very subject to large and breaking changes, but is in a fully usable state - I have multiple projects that depend on it.

It features:

  • Standard game loop mechanism with configurable fixed physics update rate and dynamic & interpolated frame rate
  • Flexible graphics abstraction on top of modern OpenGL, written with DSA and AZDO principles in mind
  • Virtualized input abstraction with full support for keyboard/mouse/controllers and built-in handling for input buffering
  • Threadpool based task system for utilizing multithreading
  • Low-overhead pretty-printing logger system
  • Custom asset loading and saving mechanisms
  • Various math and data structure utilities.

There's also some things that are partially implemented / I want to add:

  • Custom UI layout and rendering engine (partially implemented)
  • Custom audio engine (not implemented)
  • Custom 2D/3D physics (not implemented here; WIP in other projects)

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From-scratch C++/OpenGL game engine framework

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