All Projects → wobbier → MitchEngine

wobbier / MitchEngine

Licence: MIT license
The 3D game engine so good it has my name in it.

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Mitch Engine Banner Codacy Badge license

The 3D game engine so good it has my name in it.

Mitch Engine is a simple c++ component based game engine for creating games for Xbox One, macOS, and the Windows 10 Store. It's a great hobby project to keep me exploring the world of c++.

Check out my Notion to view the current development status.

Platform Game
Win64 Build status Win64
UWP / Xbox Build status UWP
macOS Build Status

Main Features

  • (ECS) Entity-Component System based design
  • Supports Windows, Xbox, and macOS
  • World Editor (Windows & macOS)
  • HTML UI with Ultralight
  • Language: C++
  • Optick Profiling
  • Optional FMOD Audio (See Below)

How to make a Mitch game

  1. Download the Project Setup batch file (Windows only atm, but generates macOS .command) and run within an empty folder or your premade git repo.
  2. Think of an awesome game idea.
  3. ????
  4. Profit

Examples

// Grab the world
SharedPtr<World> GameWorld = GetEngine().GetWorld().lock();

// Create an entity.
EntityHandle MainCamera = GameWorld->CreateEntity();

// Add some components
Transform& CameraTransform = MainCamera->AddComponent<Transform>("Main Camera");
Camera& CameraComponent = MainCamera->AddComponent<Camera>();

// Start changing some values
CameraTransform.SetPosition(Vector3(0.f, 5.f, 10.f));

// Spawning models.
EntityHandle ModelEntity = GameWorld->CreateEntity();

ModelEntity->AddComponent<Transform>("Ground Model");
ModelEntity->AddComponent<Model>("Assets/Models/SuperAwesome.fbx");

Build Requirements

  • Windows 10 or macOS
  • Visual Studio 2019 for Windows / Xbox
    • Desktop Development with C++
    • Universal Windows Platform development
    • Game development with C++
    • C++ Universal Windows Platform tools
  • XCode for macOS
  • CMake - 3.12.0 (Required if you wish to update ThirdParty projects)

Third Party Libraries

Enabling FMOD

  • Download and install the SDK from the FMOD website.
  • Edit your project's GenerateSolution file and add the '--with-fmod' option to the command.
  • Edit your project's premake.lua to set the FMOD SDK directory variable
    • The default value if unset: FMODDirectory = "C:\Program Files (x86)\FMOD SoundSystem\FMOD Studio API Windows\"
    • Put this line above the first "dofile" if you wish to override the location
  • You can check the status of the FMOD plugin in the 'Help > About' menu in the editor.

Activity

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