permafrost-engine
An OpenGL RTS game engine written in C (by eduard-permyakov)
space-shooter.c
A cross-platform, top-down 2D space shooter written in C using only platform libraries. (by tsherif)
permafrost-engine | space-shooter.c | |
---|---|---|
10 | 19 | |
2,596 | 1,317 | |
- | - | |
9.5 | 0.0 | |
about 1 month ago | over 1 year ago | |
C | C | |
GNU General Public License v3.0 only | MIT License |
The number of mentions indicates the total number of mentions that we've tracked plus the number of user suggested alternatives.
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.
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
Posts with mentions or reviews of permafrost-engine.
We have used some of these posts to build our list of alternatives
and similar projects. The last one was on 2023-04-09.
- 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.
space-shooter.c
Posts with mentions or reviews of space-shooter.c.
We have used some of these posts to build our list of alternatives
and similar projects. The last one was on 2023-12-09.
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Beginner, intermediate, and advanced c programming projects
You can do something like this, but way less polished and stick to one platform: https://github.com/tsherif/space-shooter.c/tree/master
- Advice for bigger c projects?
- Good open source games written in C?
- are there tutorials for code organization for games in C?
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Podcast: Modern C for Absolute Beginners
Otherwise study real, mature, well-written C programs. There's a wealth of techniques and tricks that aren't really documented anywhere, but rather picked up from others. Recommendations off the top of my head: BSD utilities, musl, and SQLite. Or simply study the source for your favorite C software. Also, something good posted here recently: The Architecture of space-shooter.c.
- The Architecture of Space-Shooter.c
- The Architecture of space-shooter.c
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space-shooter.c: A cross-platform, top-down 2D space shooter written in C using only system libraries
I wrote space-shooter.c as a personal challenge to create a game from start to finish in C without using any 3rd-party libraries and wanted to share the source as a reference for anyone who's also interested in this type of game programming. The source code is heavily-commented, and I'm also writing a (still WIP) architecture guide that goes over the design decisions and details I learned about working with OS APIs in C: https://github.com/tsherif/space-shooter.c/blob/master/ARCHITECTURE.md
- Space-shooter.c: cross-platform, top-down 2D space shooter written in C
What are some alternatives?
When comparing permafrost-engine and space-shooter.c you can also consider the following projects:
qb64 - BASIC for the modern era.
OpenHSP - Hot Soup Processor (HSP3)
mark_vi - mark_v_1099_revision_4_source
roguelike.h - Header only roguelike rendering library.
no - Source code for the no app
OpenTyrian - Open Tyrian source code
Quake-2 - Quake 2 GPL Source Release
Open-Golf - A cross-platform minigolf game written in C.
instead - INSTEAD - Simple Text Adventure Interpreter
simple-opengl-loader - An extensible, cross-platform, single-header C/C++ OpenGL loader library.
ioq3 - The ioquake3 community effort to continue supporting/developing id's Quake III Arena
duke3d - The icculus.org port of Duke Nukem 3D.
permafrost-engine vs qb64
space-shooter.c vs OpenHSP
permafrost-engine vs mark_vi
space-shooter.c vs roguelike.h
permafrost-engine vs no
space-shooter.c vs OpenTyrian
permafrost-engine vs Quake-2
space-shooter.c vs Open-Golf
permafrost-engine vs instead
space-shooter.c vs simple-opengl-loader
permafrost-engine vs ioq3
space-shooter.c vs duke3d