Scythe
SCYTHE is a lightweight, C#-based game engine focused on modifiability and rapid iteration using Raylib.
(WIP) Small game engine made for fun and educational proposes. Might do something with it later, might not.
git clone https://github.com/jglrxavpok/Carrot.gitjglrxavpok/CarrotGame engine in C++, mostly for my own fun.
Don't expect support for the moment.
Compiled with Visual Studio 2022.
core: Core code. Basic functions such as IO, logging. Also serves as de-duplication of code between offline tools and the engine code.engine: Engine code
engine/engine: Engine implementationengine/resources: Resources used by the engine (or left over from old code).engine/tools: Particle editor code. Should move to editor/ at some point.asset_tools: Tools used to prepare assets.editor: Peeler editor code and resources.samples: Directories of different samples for Carrot.Vulkan: Graphics APILua: LuaJIT and Vanilla Lua are both supported by sol3 (C++ lib for Lua support).Mono: Carrot engine uses Mono to run C# code. Using mono-6.12.0.182 at the time of writingVulkan: Graphics APIasio: Networking lib.Assimp: asset importing lib, used to load modelsdr_libs: Audio codecsGLFW: Cross-platform window & input API.GLM: Math libDear ImGui: Immediate mode GUIimgui-node-editor:sol3: Lua <-> C++ supportOpenXR: XR (AR+VR) API.rapidjson: Json supportstduuid: Cross-platform UUID lib.Tracy: Profiler.stb_image, stb_image_write, stb_truetype, stb_vorbis. Various single-file headersImGuizmo: Guizmo lib for Dear ImGui. Used by the Peeler editor.Mono: C# runtimeVR requires building manually thirdparty/OpenXR-SDK-Source
Use XR_API_LAYER_PATH=<path to Carrot>\thirdparty\OpenXR-SDK-Source\build\win64\src\api_layers as an environnement variable to enable api layers. Change win64 by your platform if necessary.
Assimp broke FBX animation timing "recently", so the Assimp dependency is my fork, with the commit reverted.
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SCYTHE is a lightweight, C#-based game engine focused on modifiability and rapid iteration using Raylib.
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