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trader

An in-development, multithreaded, cross-platform game engine with very few dependencies for a small game. Formerly, a multiplatform trading client and GUI. Do you understand why it's called "trader"?

What trader can do

This project is still in its early stages, so to say. Right now, it supports Windows and has a Direct3D 11 rendering backend, running at 60fps with ease. On Linux, development is underway for X11-based system using OpenGL as the rendering backend (work can be found on the linux-bootstrap branch). It has the infrastructure to do shader hot-reloads, instrumented profiling, logging asserts, frame buffer captures, visual debugging, plots, text editing, and more! One might say it's awesome!

Currently working on

Getting mulithreaded systems up and running

  • Run DX11 commands on separate thread
  • Complete I/O reads and writes on pseudo-job system

Planned features

  • Linux! Oh, no..., but going
  • OpenGL backend for Linux
  • Multi-threaded architecture

To-Do

  • User-created UI "workspace"
  • JSON and HTTP response parsing

Difficult-to-implement-but-useful features which may require a library for the time being

  • HLSL → GLSL converter (a.k.a. hlslparser)
  • InputLayout/VAO generator from shader

How to build

I haven't configured it to be built by another person so mileage will definitely vary. Make sure you have the requisite libraries on Linux. You could probably use the .github/workflows yaml as a source for a "vanilla build." Keep in mind that there aren't any release build scripts at the moment.

Other uses for this project

If you check out the linux-ubuntu-opengl-triangle branch, you can find how to initialize OpenGL on X11 without external libraries (that means you, GLUT, GLFW, SDL, ANGLE, Qt, etc.) in src/platform_linux/linux_trader. If you want the same for Direct3D 11, you should check out Kevin Moran's tutorial.

Special Thanks

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A multiplatform game engine for a puzzle game currently in development

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