Files
eepp/README.md
Martín Lucas Golini f9455c7556 Starting the redesign of eepp. This is the beggining of eepp 2, that basically
means a huge code refactoring, i'll remove eepp ugly conventions ( classes names
starting with c, static things with s, etc ).
First Changes:
No more eeFloat, eeDouble, eeUint, eeInt:
eeDouble isn't needed, so we use double.
eeFloat is ugly, i prefer Float.
eeUint is just unsigned int, and eeInt just... int!
No more sophist.h
Started hiding OpenGL, cGL now use standard types ( soon will be renamed ).
Added glextensions, glew isn't visible for the end user anymore.
( i'm looking for alternatives here, i'm not happy with GLEW ).
2014-06-14 02:43:42 -03:00

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3.5 KiB
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Entropia Engine++
=================
**Entropia Engine++** is a C++ 2D game engine designed for an easy cross-platform game development.
**Development fork**
--------------------
Don't expect this to even compile. This is just a work in progress. Experimental stuff, broken API and functionality is expected.
Also the fun things happen here.
**eepp provides:**
------------------
**Cross platform functionality:**
---------------------------------
* Official support for Linux, Windows, Mac OS X, iOS and Android.
* Exports to HTML5 using emscripten with some limitations.
* It should work on FreeBSD, Solaris and Haiku.
**Graphic Module:**
-------------------
* OpenGL 2 ( fixed-pipeline ), OpenGL 3 ( programmable-pipeline ), OpenGL ES 2, OpenGL ES 1, and OpenGL Core Profile support.
* Batch Renderer ( all the rendering is automatically batched by the engine ).
* TTF and Texture fonts support.
* Frame Buffer support.
* Shaders support ( with automatic fixed pipeline shaders to programmable conversor ).
* Vertex Buffer Object support.
* Particle System.
* Extendable Console.
* Animated Sprites.
* Texture Atlas support ( automatic creation and update of the texture atlas ).
**Window Module:**
------------------
* Backend based module, this means that you can easily create a backend for the window/input handling.
* Currently supports SDL 1.2, SDL 2 and SFML as backends.
* Clipboard support ( SDL 2 backend and partial support with SDL 1.2 ).
* Color hardware cursors ( SDL 2 fully supported, partial support with SDL 1.2 and SFML ).
* Multiple windows
* Joystick support.
**Audio Module:**
-----------------
* OpenAL audio engine with extendable file format support. OGG support, and all the formats supported by libsndfile.
**Physics Module:**
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* Full OOP chipmunk physics wrapper.
**System Module:**
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* Provides all the basics stuffs for the full multi-threading support of the engine, file formats support for packing, clocks, resource manager, and much more.
*Core Module:*
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* Customizable Memory Manager. Used by default in debug mode to track memory leaks.
* UTF8, UTF-16, UTF-32, Ansi, Wide Char support.
* String class using UTF-32 chars internally.
* Debug macros
**Math Module:**
----------------
* General purpose functions and templates ( vector, quad, polygon, etc ).
* Interpolation classes with easing.
* Some minor math utilities, include Mersenne Twister random number generator implementation, perlin noise and more.
**Network Module**
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* Web Requests with HTTP client, with **SSL support**.
* File Transfers with FTP client.
* TCP and UDP sockets.
**UI Module:**
--------------
* Base controls to manage the game objects as nodes, with all basic input interaction events ( clicks, keypress, mouser over, focus, etc ).
* Fully featured UI system, with skinning support, animation support, scaling, rotating, clipping, events, messages, etc.
* All the basic controls are implemented ( button, textbox, combobox, inputbox, menu, listbox, scrollbars, etc ).
* Features as text selection and key bindings.
**Gaming Module:**
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* Tiled Maps with software dynamic lights.
* Full featured map editor.
**General Features:**
---------------------
Support for multi-threaded resource loading ( textures, sounds, fonts, etc ).
**Code License**
--------------
[MIT License](http://www.opensource.org/licenses/mit-license.php)