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The Triton Engine

##Description

The goal is to create an open-source cross-platform game engine which is written in modules, most of which only require the util module.

##Plans

  • NEW: 2D/3D Graphical Engine using OpenGL
  • NEW: 2D/3D Audio Engine
  • NEW: 3D Simplified Physics Engine
  • NEW: Radio Multi-Purpose Library
    • Plugin System: addon to features already in the library, engine, or game
    • Mod System: creating new features for the engine or a specific game
    • Entity Handler: handles AI enabled objects, creatures, or characters
    • File Package System: packages game content and reads game content
    • libxml: XML Reading
    • DevIL: Image IO
    • Assimp: Model IO
    • TinyThread++: cross-platform multi-threading
    • GLM: OpenGL's Math Library
    • GLEW: extending OpenGL Functions further
    • Lua: script support for easy game and mod creation - planned for later
    • Asio: basic cross-platform networking - planned for later

##Contrbution Guidelines

You are asked to use camelCase for variables in type declarations

~~Name variables, functions, function pointers, classes, and namespaces appropriately~~~~

~~Try to keep functions and datatype declarations in namespaces, if reason does not permit namespace use: ~~

  • All functions that are planned to be independent of a namespace must be labelled as tri (must have "tri" prefix)
  • All classes that are planned to be independent of a namespace must be labelled as TRI (must have "TRI" prefix)

If you must create a new namespace, this new namespace must be Triton:: (must be in "Triton" namespace)

Use the tabs indent mode and 8 indent size

Do not name items longer then 25 alphanumeric characters (abbreviate if you must)

##Warning

This is not complete, do not expect this to work yet.

Everything is subject to change, and in fact already has.