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Basque | Description: | Basque is a cross-platform top-down 2d game engine | Download: | basque.lha (TIPS: Use the right click menu if your browser takes you back here all the time) | Size: | 11Mb | Version: | 1.0 | Date: | 07 Apr 2021 | Author: | Ryanpcmquen / Sinan Gurkan | Submitter: | Sinan Gurkan | Requirements: | AmigaOS4.1FE Update, SDL 2 | Category: | game/misc | License: | GPL | Distribute: | yes | Min OS Version: | 4.1 | FileID: | 11650 | | | Comments: | 0 | Snapshots: | 0 | Videos: | 0 | Downloads: | 85 (Current version) | | 85 (Accumulated) | Votes: | 0 (0/0) (30 days/7 days) | |
Basque is a cross-platform top-down 2d game engine.
Compiled for AmigaOS4 by Sinan Gurkan
https://github.com/ryanpcmcquen/basque
A top-down 2d game engine, written from scratch in under 1000
lines of C.
Basque has a very different priority list than these engines.
It is not a generic engine. There isn't much here, but it is a
good starting point if you are looking to roll your own
engine, here is what it does:
Compiles cross platform (Linux/Mac/Windows/WebAssembly, see
Esoteric ports for other platforms).
Visual map editing (with an easy to understand plain text
format).
Spritesheet animation.
Background music.
Scrolling.
Collision detection.
Rudimentary frame rate limiting.
Accepts command line arguments (currently only for enabling
fullscreen mode).
Resolution detection (estimates window size to 80% of the
screen or uses the full resolution for fullscreen mode, this
can be switched off).
High DPI awareness. By default the game will not run in high
DPI mode, but it will be aware of high DPI contexts. This
prevents things from looking fuzzy with weird scaling settings.
Automated GitHub and GitLab packaging pipelines.
Scancode based movement (rather than event loop key states).
This keeps the controls from being susceptible to operating
system key repeat rates and delays.
Everything that is here should not be considered a final or
optimal solution, but rather, a simple approach that can be
morphed into a better solution. At this point the engine will
become more specific to the game I am building, which is why I
see this as the best time to open source it. Hopefully, it can
be useful to others, either as a starting point, or as a
reference of some things you can accomplish with SDL2.
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