permafrost-engine
mark_vi
permafrost-engine | mark_vi | |
---|---|---|
10 | 1 | |
2,596 | 11 | |
- | - | |
9.5 | 1.8 | |
about 1 month ago | almost 4 years ago | |
C | C | |
GNU General Public License v3.0 only | GNU General Public License v3.0 only |
Stars - the number of stars that a project has on GitHub. Growth - month over month growth in stars.
Activity is a relative number indicating how actively a project is being developed. Recent commits have higher weight than older ones.
For example, an activity of 9.0 indicates that a project is amongst the top 10% of the most actively developed projects that we are tracking.
permafrost-engine
- Permafrost engine – An OpenGL RTS game engine written in C
- are there tutorials for code organization for games in C?
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Three Dynamic Array Implementations : Template-Macro, Void Pointer , Fat Pointer
Yea, bit annoying to do that, especially in a large project some vectors need to be static some need to be exposed in the API. In my mind the best solution is to add another macro parameter that lets the user change the function scope on the fly. See the vector used in the permafrost engine (a fellow redditor); when I first saw how he wrote his template macros it was a game changing trick.
- Show HN: I wrote my own RTS game engine in 70k SLOC of C
- I wrote my own RTS game engine in 70k SLOC of C
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EVERGLORY - my one-man open-source passion project RTS - gets a new trailer and a Linux demo!
And the source code for the engine is here on GitHub. I've written like 75k SLOC of C for it. It's a pretty general-purpose RTS engine that could be used for a lot of things - full conversions, remakes of classics, other RTS/citybuilder/ARPG games, and more. It has a Python scripting API for the top-level gameplay logic.
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Devlog about my C99 own-engine RTS - Projectile Simulation + Target Finding for Large Crowds
BTW, the engine is fully open-source. So if you want to take a deep dive into the code, it's here: https://github.com/eduard-permyakov/permafrost-engine
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100k members! To celebrate, what is your favorite piece of C code you have written?
I'm into my third year of writing my own RTS game engine in C. Complete with OpenGL rendering, group pathfinding of 1k+ entities, Python scripting, yada, yada, yada.
mark_vi
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How to compile Mark V source code
You might want to try getting it from https://github.com/victorbstan/mark_vi where a guy has done some work updating the Visual Studio project I think.
What are some alternatives?
qb64 - BASIC for the modern era.
raylib - A simple and easy-to-use library to enjoy videogames programming
no - Source code for the no app
q3lite - Q3lite, an OpenGL ES port of Quake III Arena for embedded Linux systems.
Quake-2 - Quake 2 GPL Source Release
crescent - A fighting and beat em up game engine for windows, linux, and macos written in C and uses OpenGL.
instead - INSTEAD - Simple Text Adventure Interpreter
darkplaces - Mirror of https://gitlab.com/xonotic/darkplaces - The Quake engine that powers Xonotic https://xonotic.org
ioq3 - The ioquake3 community effort to continue supporting/developing id's Quake III Arena
shvulkan - A lightweight and flexible wrapper around the Vulkan API written in C. The library handles part of the boilerplate code expected to be set up by the Vulkan API.
openTri - openTRI is a game engine for the Playstation Portable (PSP)
tilck - A Tiny Linux-Compatible Kernel