mirror of
https://github.com/antopilo/Nuake.git
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cdfee1981c769aa416cf9102d212b0d05a2b8af8
Framebuffer resize queued to next frame to fix flickering Wren VM init moved to on play event Added new Wren modules Added missing components to the editor Changed how the wren scripts gets initialized
Nuake
What is it
Nuake is a game engine written from scratch by myself. It is not meant to be a end-all be-all engine and it is not a quakespasm type engine. This is a game engine that focuses on fast level design iteration that integrates with quake level editing software. If you can create quake maps, you can create Nuake levels.
Warning: It is still very early in development and I dont recommend anyone using this to make their games *yet*.
How to build
- Clone the repos
- Run the
premake5command - Open the project generated by premake
- Run the editor
Contributing
Feel free to make pull requests and I will look over them myself.
Documentation
No documentation is currently available, I will try my best to work on this asap.
Features
- Trenchbroom integration with live reload
- Native c++ scripting
- fast ECS
- Bullet physics
- PBR rendering
- Volumetric lighting
- Parallax mapping
- Scene tree system
- Game in editor
- Procedural & HDR skies
- IBL
- Serialization
- UI system
Planned
- Advanced bullet physics features
- Soft bodies, Joints, etc.
- Demo level
- C# scripting
- Cross platform
- Different rendering API(not a priority)
- Triggers and entity editing in TB
- Optimization
- Water simulation
- Terrain editing
- Exporting
- Custom shaders
Languages
C++
88.4%
Wren
5.5%
C
5.1%
GLSL
0.2%
JavaScript
0.2%
Other
0.3%