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BLIT64

C# Retro Style 2D Engine

Current Screenshot

BLIT64 Screenshot

Mission: Retro Fantasy Console style game engine.

Inspired by several game engines and fantasy game consoles. The editor interface is especially inspired by TIC-80.

Status: WIP

Tech Stack

  • C#/.NET Core 3.1+

External Libs

  • SDL2 (SDL2CS)
  • Binaron.Serializer
  • StbImageSharp

Current Features

  • Retro style color indexed based rendering.
  • KB and Mouse Input, later GamePad too.
  • Immediate mode rendering style: Draw index-based bitmaps, text and primitives
  • Palette Based Rendering: All pixel values are index values on a palette. Change palette and everything changes.
  • Gui System: Statefull, container-child based, with Theming. In Progress. Current Controls: Button, CheckBox, Window, ListView (ScrollList), Label, TabView, Panel.
  • PAK based asset handling. When the game is loaded, asset data is loaded from PAK files, which contain assets metadata and image data.
  • Game Editor: In Progress: Sprite Editor. Planned: Map Editor. Future: SFX and Music editors
  • Rendering scheme: Everything is directly drawn into Pixmaps. Pixmaps are arrays of colors. Each color is in fact an index inside a palette. The renderer class is called Blitter. Blitter takes a Pixmap and modifies its colors. By default Blitter draws inside the main window Pixmap. If you want to draw to another pixmap just set it as draw target to Blitter. Pixmaps can be drawn on other Pixmaps . There are some specialized Pixmaps: SpriteSheet, Fonts. SpriteSheet is and indexable Pixmap from which you can draw portions of it or the entire thing at once. Each portion is indexed by an integer number. Alternatively names can be assigned to each portion for better referencing. Font is a kind of SpriteSheet in which each portion is additionally index by character. Each character correspond to a portion of the SpriteSheet. Everything that is inside a SpriteSheet can be referenced and grouped inside a Map. So a Map is basically a big array of indices of a SpriteSheet to be later drawn onto the screen or another Pixmap. After everything is drawn to the main game Pixmap, the former is then translated to a DrawSurface which is an array of bytes representing rgba color components, four for each color. This then is copied to a final Texture to be rendered on screen.(Obs.: This scheme is not fully defined yet.)