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dbartolini
searching PlanetScale…
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1.
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Crown 0.64 – Native and cross-platform game engine
(crownengine.org)
7 points
by
dbartolini
2mo ago
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4 comments
2.
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Crown 0.63 – Our Biggest Feature Release Yet
(crownengine.org)
2 points
by
dbartolini
4mo ago
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0 comments
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Crown 0.62 – Flexible, performant and fast-iteration focused game engine
(crownengine.org)
1 points
by
dbartolini
6mo ago
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0 comments
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Show HN: My non-vibe-coded game engine
(github.com)
1 points
by
dbartolini
1y ago
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0 comments
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by
dbartolini
9y ago
Why when code amount is small enough?
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by
dbartolini
9y ago
It is just a simple general-purpose, data-oriented, data-driven, entity-component based, lua scripted game engine written in sane C++ for my own game development needs. Nobody's trying to sell anything here.
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by
dbartolini
9y ago
I already do so: https://github.com/dbartolini/crown/blob/master/src/lua/lua_...
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by
dbartolini
9y ago
All resource paths (.lua files are resources like any other) in Crown are unix-style and do not include the extension. I have a custom loader that deals with it: https://github.com/dbartolini/crown/blob/master
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by
dbartolini
9y ago
Game Engine Architecture by Jason Gregory is a nice one. Search for "Bitsquid" and "Our Machinery": pure gold IMHO.
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by
dbartolini
9y ago
Can you elaborate on this?
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by
dbartolini
9y ago
I started with game engines well before I put this project on github in 2012.
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by
dbartolini
9y ago
I find GENie/premake way simpler to read and write. Also, you have more flexibility since your build scripts have full-fledged Lua capabilities.
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by
dbartolini
9y ago
It is not "modern" C++. It uses GENie, a fork of premake.
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by
dbartolini
9y ago
Thanks, I'm glad you like it. :)
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by
dbartolini
9y ago
I guess they start over each time the requirements change? :)
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by
dbartolini
9y ago
Sensible usage of templates, operator overloading and namespaces is ok.
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by
dbartolini
9y ago
People are working towards that objective, see for example Jonathan Blow's Jai.
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by
dbartolini
9y ago
Hey, thanks. :)
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by
dbartolini
9y ago
Toolchain was initially written in C#. Vala simplified a lot the switch to GTK+3. Today I think an IMGUI-like approach is the way to go for game tools. Rewriting the editors should be rather painless due to their engine-decoupled TCP/
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by
dbartolini
9y ago
These are features and concepts kicked around by mainstream engines. In fact, this work is inspired by Bitsquid/Stingray.
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by
dbartolini
9y ago
When I started the project C++11 was not supported well on most compilers. I'm fine with new features when they don't limit my freedom. I'm fine with nullptr, it is going to replace NULL very soon.
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by
dbartolini
9y ago
I do not use STL because I want consistent implementation across all supported platforms. Also, you have to care about memory management when you need performance or when working with memory constrained devices. The way STL deals with custo
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Show HN: Crown – A flexible game engine written from scratch in C++
(github.com)
193 points
by
dbartolini
9y ago
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170 comments
24.
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by
dbartolini
9y ago
Yep!
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Show HN: Crown – The Flexible Game Engine
(github.com)
20 points
by
dbartolini
9y ago
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3 comments
26.
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A curated list of awesome data oriented design resources
(github.com)
5 points
by
dbartolini
9y ago
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0 comments