dbartolini
Crown 0.64 – Native and cross-platform game engine
Crown 0.63 – Our Biggest Feature Release Yet
Crown 0.62 – Flexible, performant and fast-iteration focused game engine
Show HN: My non-vibe-coded game engine
Re:Show HN: Crown – A flexible game engine written from scratch in C++
on Friday June 23, 2017 @01:51PM (#14621164)
Why when code amount is small enough?
Re:Show HN: Crown – A flexible game engine written from scratch in C++
on Thursday June 22, 2017 @04:07PM (#14614921)
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.
Re:Show HN: Crown – A flexible game engine written from scratch in C++
on Thursday June 22, 2017 @03:25PM (#14614639)
I already do so: https://github.com/dbartolini/crown/blob/master/src/lua/lua_...
Re:Show HN: Crown – A flexible game engine written from scratch in C++
on Thursday June 22, 2017 @02:15PM (#14614158)
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/src/lua/lua_...
Re:Show HN: Crown – A flexible game engine written from scratch in C++
on Thursday June 22, 2017 @02:05PM (#14614089)
Game Engine Architecture by Jason Gregory is a nice one.
Search for "Bitsquid" and "Our Machinery": pure gold IMHO.
Re:Show HN: Crown – A flexible game engine written from scratch in C++
on Thursday June 22, 2017 @01:15PM (#14613738)
Can you elaborate on this?
Re:Show HN: Crown – A flexible game engine written from scratch in C++
on Thursday June 22, 2017 @11:22AM (#14612845)
I started with game engines well before I put this project on github in 2012.
Re:Show HN: Crown – A flexible game engine written from scratch in C++
on Thursday June 22, 2017 @09:18AM (#14611995)
I find GENie/premake way simpler to read and write. Also, you have more flexibility since your build scripts have full-fledged Lua capabilities.
Re:Show HN: Crown – A flexible game engine written from scratch in C++
on Thursday June 22, 2017 @09:08AM (#14611940)
It is not "modern" C++.
It uses GENie, a fork of premake.
Re:Show HN: Crown – A flexible game engine written from scratch in C++
on Thursday June 22, 2017 @08:47AM (#14611843)
Thanks, I'm glad you like it. :)
Re:Show HN: Crown – A flexible game engine written from scratch in C++
on Thursday June 22, 2017 @08:29AM (#14611732)
I guess they start over each time the requirements change? :)
Re:Show HN: Crown – A flexible game engine written from scratch in C++
on Thursday June 22, 2017 @08:26AM (#14611713)
Sensible usage of templates, operator overloading and namespaces is ok.
Re:Show HN: Crown – A flexible game engine written from scratch in C++
on Thursday June 22, 2017 @08:06AM (#14611626)
People are working towards that objective, see for example Jonathan Blow's Jai.
Re:Show HN: Crown – A flexible game engine written from scratch in C++
on Thursday June 22, 2017 @07:49AM (#14611538)
Hey, thanks. :)
Re:Show HN: Crown – A flexible game engine written from scratch in C++
on Thursday June 22, 2017 @07:27AM (#14611425)
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/IP architecture.
Re:Show HN: Crown – A flexible game engine written from scratch in C++
on Thursday June 22, 2017 @06:42AM (#14611270)
These are features and concepts kicked around by mainstream engines. In fact, this work is inspired by Bitsquid/Stingray.
Re:Show HN: Crown – A flexible game engine written from scratch in C++
on Thursday June 22, 2017 @06:06AM (#14611151)
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.
Re:Show HN: Crown – A flexible game engine written from scratch in C++
on Thursday June 22, 2017 @06:00AM (#14611133)
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 custom allocators makes no sense to me, hence my own implementation.
You can find demos in the `samples` folder. :)
Show HN: Crown – A flexible game engine written from scratch in C++
Re:Show HN: Crown – The Flexible Game Engine
on Wednesday June 21, 2017 @01:36PM (#14606037)
Yep!