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File Date Author Commit
 branches 2010-10-20 captain_marco [r386] Finally, graphics output is seen
 concepts 2012-02-04 captain_marco [r571] Added some side projects.
 contrib 2013-07-15 captain_marco [r798] Started to implement a engine-wide OpenGL 2 ren...
 playground 2015-07-26 captain_marco [r1029] Updated adventure to new file format
 tags 2012-06-09 captain_marco [r633] Added branch with last stable heroquest version
 trunk 2015-07-26 captain_marco [r1029] Updated adventure to new file format
 LICENSE 2015-07-26 captain_marco [r1029] Updated adventure to new file format
 README.md 2015-07-26 captain_marco [r1029] Updated adventure to new file format

Read Me

captainsengine

A cross-platform game engine with focus on classical point-and-click adventures

The structure of the repository

  • trunk: Here is the code of the engine and its main projects. Sorted by importance. Directories not mentioned below are candidates to be put into playground
  • Engine: The core engine, renderer, system, io, physics, etc. Everything that is not adventure or project specific
  • Adventure: The adventure engine, based on the core engine. I know, I should rename directories below to something more useful:
    • AppBuilder/AppBuilder: The adventure engine written in C++.
    • Editor: the mighty adventure editor written in C# called StoryDesigner
  • heroquest: A 3D round-based multiplayer dungeon crawler game. This is where the engine started out before its main focus turned on adventure games.
  • editor: A 3D-scene editor for the core engine
  • Compiler: A java-like VM at an very early stage
  • OSMRacer: A car racing game based on OpenStreetmap data
  • extern: The libs from contrib unpacked and integrated into CMake buildsystem
  • buildtools: CMake stuff for special builds like Android, emscripten, ...
  • contrib: 3rd-party libraries used by the engine or its projects. Things like libjpeg, lua, etc.
  • playground: Small code snippets, ideas or projects that were not continued. In short, all the stuff that is too useless to be put into trunk but too interesting to be thrown away.

How to build

Run cmake with trunk as source directory. If you are not doing a cross-platform build and have all dependencies available (OpenGL/DirectX, OpenAL, ffmpeg, Java runtime) on your system, it does not need additional arguments. There are tons of it if something needs to be tweaked.
You can find more detailed instructions in my Wiki

How to use the Engine

Have a look at my Wiki.

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