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2 months ago
# gæmstone Game Engine
Similarly to a certain billionare with his obsession with the letter 𝕏, I have
my own issues. More specifically, I want a game engine that allows for content
creation and scripting at runtime, and while in multiplayer, without any
significant interruptions. It doesn't exist, so I have to write my own.
This has been going on for over a decade, and the name "gæmstone" stuck, thus
there's a couple of failed iterations, such as one written in C#. Considering
the lack of professionalism in this readme, and by how long this has been going
on, you can likely tell the chances of any semblance of success are very low.
However I've had a lot of fun writing my own "toy" ECS in Rust, and I just like
sharing my code for others to see, maybe get inspired by, so here you go!
The idea is to have a sufficiently dynamic [Entity Component System (ECS)](ECS)
at the core, inspired by [Flecs], to support both runtime creation and deletion
of components, as well as first-class support for entity relationships. Then
throw in some [wasmtime] for scripting. As for windowing, events, rendering and
such.. who knows? Maybe WebGPU.
[ECS]: https://en.wikipedia.org/wiki/Entity_component_system
[Flecs]: https://github.com/SanderMertens/flecs
[wasmtime]: https://github.com/bytecodealliance/wasmtime