Project Name | Stars | Downloads | Repos Using This | Packages Using This | Most Recent Commit | Total Releases | Latest Release | Open Issues | License | Language |
---|---|---|---|---|---|---|---|---|---|---|
Hakchi2 | 2,919 | 7 months ago | 347 | gpl-3.0 | C# | |||||
Tool that allows you to add more games to your NES/SNES Classic Mini | ||||||||||
Awesome Game Security | 1,960 | a day ago | mit | Python | ||||||
awesome game security [Welcome to PR] | ||||||||||
Floppybird | 793 | 3 years ago | 1 | mit | Assembly | |||||
Floppy Bird (OS) | ||||||||||
Nomercy | 143 | 5 years ago | gpl-3.0 | C++ | ||||||
Open source anti cheat | ||||||||||
Hid Tmff2 | 127 | 6 hours ago | 27 | gpl-3.0 | C | |||||
Linux kernel module for Thrustmaster T300RS, T248 and (experimental) TX wheels | ||||||||||
Fastgame | 55 | 11 days ago | 1 | gpl-3.0 | C++ | |||||
Optimize system performance for games | ||||||||||
Minimum | 43 | 3 years ago | 1 | July 13, 2019 | 1 | other | Rust | |||
A game development framework that provides basic tooling and a content authoring workflow | ||||||||||
Pcboot | 27 | 2 years ago | 1 | gpl-3.0 | C | |||||
Bootable PC demo/game kernel | ||||||||||
Mattugames | 24 | a month ago | other | MATLAB | ||||||
A Matlab Toolbox for Cooperative Game Theory | ||||||||||
Platypus Os | 23 | a year ago | gpl-2.0 | C | ||||||
OS for pentesting, programming, and playing video games. Contributions welcome! |
An experimental game development framework that provides basic tooling and a content authoring workflow. Minimum has easy-to-use extension points for integrating custom and 3rd-party libraries with your game logic.
This library is best suited for use by those who want to start with something thin and bring their own tech to put on top of it.
Editing functionality is currently limited, but the core loop is implemented:
Youtube Video:
This is probably more experimental than what most people are looking for. Unless you're looking for a totally blank slate with atelier assets and legion integrated, you'll probably be better off looking at something else. I plan to continue using this project to prove out new ideas, but I'm not updating it as regularly as many other projects.
Please see the docs!
Game engines are usually huge - and this poses difficulty for OSS projects. It's very difficult for a large OSS project to have a unified focus and vision. This is especially true in games where potential contributors may want very different things out of the engine that they are trying to collaborate on.
By reducing the eponymous "engine" to a kernel, we can push these decisions further down the chain. This allows us to share both the kernel as well as the upstream integrations - since those are opt-in. There are other benefits too - it eases distributed development by allowing many people to own small pieces. This flexibility also means that contributors can choose the work that fits their interest and skill set.
To achieve interoperability, we will need a common protocol for these integrations to work well together. So we will standardize on a common base set of components, resources, and systems. For example, a common transform component, or a common way to represent input state (it would be up to the downstream user to pick an input/windowing implementation that populates this.)
For more batteries-included solutions in rust, I would look at amethyst, bevy, coffee, or ggez. The main difference is that these libraries all tend to take over your game loop or assume you will use a particular windowing or rendering solution.
minimum currently requires that you bring your own renderer (including support for imgui.) However, this also gives you the flexibility to choose your own solutions. The hope going forward is that the "kernel" can remain decoupled from rendering so that end-users can pick a solution that fits their game best.
/contrib - Holds integrations for upstream libraries (such as nphysics, sdl2, and winit) /docs - Some concept-level documentation /examples
git clone https://github.com/aclysma/minimum.git
cd minimum
cd examples
cargo run --package example-winit
Or alternatively cargo run --package example-sdl2
if you'd like to run the same demo using SDL2.
This project is not intended to become a full, ready-to-use engine. It is an experimental "kernel" of a game engine that can be integrated in downstream projects to solve some tricky problems with editor workflow and asset management.
Licensed under either of
at your option.
The fonts directory contains several fonts under their own licenses:
mplus-1p-regular.ttf
, available under its own license.Unless you explicitly state otherwise, any contribution intentionally submitted for inclusion in the work by you, as defined in the Apache-2.0 license, shall be dual licensed as above, without any additional terms or conditions.
See LICENSE-APACHE and LICENSE-MIT.