Useful links
- ÖbEngine's Wiki
- ÖbEngine's Website
- ÖbEngine's Documentation
- ÖbEngine's Discord
- ÖbEngine's Development Boards
What the hell is ÖbEngine ?
ÖbEngine (ÖbE is shorter) is a 2D Game Engine made on top of SFML !
What do I need to build it ?
You will need SFML :
- SFML 2.4.2 (Display, Input, Network, Sound and much more)
There are other libraries but they are included in the repository (extlibs/ folder) :
- 11zip (MIT License) (minizip wrapper based on Vili Petek's work)
- Kaguya (Boost Software License) (Lua Binding)
- Lua 5.3 (zlib License) (Scripting language)
- zlib&minizip (zlib license) (zip archives)
- tgui (zlib license) (GUI)
- Vili (MIT License) (Data language)
- Catch (Boost Software License) (Test Framework)
- spdlog (MIT License) (Logging library)
- dynamicLinker (MIT License) (Dynamic Libs wrapper)
- RichText (No license) (sf::Text extension)
- fmt (BSD 2-Clause "Simplified" License) (Formatting library)
How do I build it ?
Check the following tutorial : Building ÖbEngine
Could you give an example of what I can do with your engine ?
Well, you can do approximatively everything with it as long as it's in 2D. ÖbE doesn't handle 3D (maybe partial 3D support in a future update). You can do some Platformers, RPGs, 2D racing games, Visual Novels, Roguelikes, Metroidvanias, etc..
Is it free ?
Of course, you can even sell your game made with the engine, no royalties (If you want to give us some money it's okay though). You can also modify the sources. There's no need to write somewhere that your game is made with ÖbE (but it's nice if you do it !)
On which platforms can I export my game made with ÖbEngine ?
ÖbEngine has been tested on the following platforms :
- Windows XP, 7, 8, 10
- Linux (Debian, Arch)
- MacOS
ÖbEngine will have export for Android and HTML5 available in a future update.
Give me some interesting features
Here you go :
- Neat map editor (With a grid for precise map edition)
- Animations
- Native plugins (You can extend the engine with C++)
- Canvas (You can draw stuff using a simple API)
- Network support
- Scriptable GameObjects
- Workspaces and Packages system
- Lua scripting
- Layering system
- Parallax
- Home-made data language (Vili)
- Polygonal Collisions with full collision detection support
- Developpement console with coloration and scripting support
- Custom package manager with online repository
- Extendable toolkit with a lot of functionalities
- Gamepad support
Future features which are also really cool ?
- Normal maps
- 3D objects in 2D scene
- Skeletal animations
- Collaborative map editor
- Light & particle system
- C++ GameObjects
- Multiple windows
- Android and HTML5 export
- Tiled Map Editor support
ObEngine's versions
- 0.37 Aurvandil (April 2016) - First usable version of ObEngine
- 0.55 Baldur (June 2016) - Better scripting support
- 0.81 Clue (January 2017) - Big engine rework
- 0.99 Dagr (February 2017) - First released dev version of ObEngine
- 1.0 Eir (Fall 2017) - First public released version
Right, can I see how does scripting looks ?
Sure, here are some simple GameObjects :
Examples using console :
Hello-World object
This one is really simple, it just prints "Hello World" in the console (not the game console)
function Local.Init() -- Called when object is created
print("Hello World");
endExamples with LevelSprites
Every GameObject can have a LevelSprite associated (it's cooler when your object appears in the game right ?).
Rotating goat
Let's imagine you want to create a rotating goat in your game, no problem :
function Local.Init()
-- Set the animation for when the goat is flying to the right (You can imagine it already right ?)
This:Animator():setKey("GOAT_FLYING_LEFT");
end
function Local.Update(dt) -- Local.Update is a function called every loop and dt is the DeltaTime
This:LevelSprite():rotate(dt * 45); -- Rotate of 45 degrees each second (You multiply with the DeltaTime here)
endDrawing stuff
The engine includes a Canvas lib to draw stuff in real time and using it is really straightforward !
function Local.Init()
canvas = obe.Canvas.Canvas(400, 400); -- Creating a 400x400 canvas
canvas:Rectangle("background")({ -- Dark grey background
layer = 2, x = 0, y = 0, width = 250, height = 100,
color = { r = 50, g = 50, b = 50},
});
canvas:Text("fstPlayer")({ -- First player's score label
text = "Player 1 : 0 points", size = 22
});
canvas:Text("scdPlayer")({ -- Second player's score label
text = "Player 2 : 0 points", size = 22, y = 50
});
canvas:Circle("green")({ -- Small green circle
color = "0F0", -- Green color
radius = 7, x = 200, y = 5
});
canvas:Circle("yellow")({ -- Small yellow circle
color = "FF0", -- Yellow color
radius = 7, x = 217, y = 5
});
canvas:Circle("red")({ -- Small red circle
color = "F00", -- Red color
radius = 7, x = 234, y = 5
});
canvas:setTarget(This:LevelSprite()); -- Canvas result will render in object's LevelSprite
canvas:render(); -- Drawing all the stuff !
endCheck the Wiki for more examples !
