Home | Rules and Guide | Sign In/Create Account | Write a Post | Reddit | #ludumdare on irc.afternet.org (Info)

Thanks for making Ludum Dare 26 AWESOME! See you in August!

Ludum Dare 26 — April 26-29th, 2013
[ Results: Top 100 Compo, Jam | Top 25 Categories | View My Entry ]
[ View All 2346 Games (Compo Only, Jam Only) | Warmup ]

[ 10 Sec Video Compilation (x3) | 260 Game Video Compilation | IndieCade Deal | Ludum Deals (Unity Deal Ends Soon!) ]


My source engine

Posted by (twitter: @AlwaysGeeky)
April 17th, 2012 7:27 am

Hi, as per my previous post… I am sharing my library/engine code that I will be using for my Ludurm Dare at the weekend.
https://www.dropbox.com/sh/a0syqrxiqpxrsmr/Z7Mgj5KR5e/Juice.rar

It is called The Juice Engine… (cliché I know)

It is basically a number of projects that get compiled into static libs that I can easily and quickly include in a game project and make easy use of the functionality.

Included is:

OpenGLRenderer – This lib just wraps up the OpenGL calls so I dont have to have graphics code splattered all over my game code.
OpenGLGUI – This lib contains objects that allow me to create basic windows-like GUI objects, so I can easily prototype with user interaction during development.
ModelLoader - Supports for loading and rendering OBJ models, MS3D models and also keyframed skeletal MS3D animations.
3DMaths
– Pretty obvious… it has Matrices, Vectors, Quaternions, Planes, and Beziers.
WindowsFramework – A window wrapper class around creating Win32 Applications.
Utils – Includes helper classes for things like timing, interpolation, random numbers, etc…

I make no claim about the completeness or reliability of my engine. Mostly when writing it over the past years I have favored readability and understanding over speed/performance and optimization. Also there *could* (almost certainly are) be many bugs throughout…

I have thought about packaging and releasing my engine in some form previously, but never had the time to tidy things up and get around to it. After this Ludum Dare I might release an improved version, since I will most certainly be adding lots of functionality over this weekend, since I am planning to make something using voxels. (Read: My OpenGLRenderer will need Mesh support for that :P )

Leave a Reply

You must be logged in to post a comment.


All posts, images, and comments are owned by their creators.

[cache: storing page]