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Clockwork Reverie

Hello, this will be a 2D and 3D game engine made from scratch, with as few libraries as possible.

Why? For learning purposes and because so far the majority of game engines I used let me down somewhat.

Attention

This game engine is highly experimental, so much so the few libraries it uses is using features and bugs fixed only available on either direct from the repos or forks, so make sure to run:

git submodule init
git submodule update

This will change once the features are out in releases.

If you are having issues with gcc-13 do like me and use the highest available version of clang that you are able to install.

We tested LLVM-19 and it's clangd work well with modules, same for it's tool set and compiler. So I would recommend using it.

We also use SEMVER versioning system so consider this engine an alpha before 0.8 and beta before 1.0.

FAQ

  1. Is this engine ready to use?

    R: Absolutely not, and will not be for a couple years yet.

  2. Why Python? Python is slow!

    R: Is it really? I have seen code that is quicker to execute in Python than in C++, it depends completely in how you code, and since the engine itself is entirely made with C++, any performance bottle necks coming from Python gets diminished quite a bit.

  3. Anyone can see my source code with Python!

    R: You can create your game with C++ too if you'd like.

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Game engine made with C++ and Python for scripting.

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