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Hi, I’m a long term Arch Linux user and some days ago I released the source code of my project on GitHub under the MIT License: https://github.com/ncine.
nCine is a multi-platform 2D game engine written in C++11 that runs on Linux, Windows, macOS and Android.
It has been mainly developed on Arch Linux, of course, using Qt Creator plus many more open source tools like CMake, cppcheck, Valgrind, Doxygen, GraphViz, clang-format, Google Test, gcovr, Google Benchmark, RenderDoc, apitrace and Tracy.
You can have a look at the gallery or read more about its features on the website.
You can find the engine package on AUR together with two projects: a pong example and a particle editor.
Last edited by encelo (2019-06-11 10:30:10)
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Read the forum rules about posting large images
https://ugjka.net
"It is easier to fool people, than to convince them that they've been fooled" ~ Dr. Andrea Love
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ugjka wrote:Read the forum rules about posting large images
Sorry, I have removed the images.
Resize them so you can make thumbnails.
I sometimes dream about cheese.
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The engine can now target the web through Emscripten. You can read more about the port in the latest development update and try the web tests on the project site.
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The culmination of five months of work is finally here: nCine 2019.10.
Some of the highlights for this release are:
Emscripten is supported as target platform: you can use the nCine for web games!
New AngelCode’s FNT format parser
When you compile the engine you can choose to disable the support for various dependency libraries and features
The user can now query the available fullscreen video modes on PC and choose one
Fixes and enhancements to OpenAL implementation
It is possible to defer shader checks and queries for a decreased starting time
Refactoring of the clock and timestamp classes
Update of Tracy integration to v0.5
Update of ImGui integration to v1.73
During the same time there has been a lot of work in side projects with the addition of:
ncline, the nCine command line tool
ncTemplate, a template project for applications and games made with the nCine
ncInvaders, a simplified version of Space Invaders made with the nCine
The site have also been updated with:
A web-tests page for you to run all tests, tools and games in the browser
A gallery with a selection of screenshots and videos
A download section
A video tutorials page with a list of video from the YouTube channel
A donate page that allows you to support and sponsor future development
Of course the AUR package has already been updated.
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Hi everyone. I have just added Qt5 as a backend on desktop platforms.
It means that, besides GLFW and SDL, you can now also choose Qt5 for window handling and input dispatching.
The engine can now render inside a custom QOpenGLWidget so that it is now possible to create a Qt5 application with the engine embedded inside it.
I imagine this feature to be useful in case you want to do a tool like a map or a game editor and need a fast and small 2D engine to handle the rendering of your sprites or if you want to do a game or a prototype while using Qt5 for the interface.
If you have the Qt5 Gamepad library installed then gamepad input events will also be dispatched.
As you can see in this video the ImGui and Nuklear integrations still work so that you can have all three GUI toolkits working at the same time.
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