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