No description
- Added 'Layer::OnEvent()', 'Layer' now handles an event by itself and doesn't need another class to determine the event's type - Added reverse iterators 'rend()' and 'rbegin()' to 'LayerStack' - Removed 'LayerStack::On*()', 'LayerStack' is meant to be a data structure for the layers, - 'Layer::On*Event()' are now protected and called by 'Layer::OnEvent()' - 'Application' now handles iterating through the 'Layer's and calling the update/on* functions - Fixed a typo where in 'Mirror' where the name of the 'MirrorLayer' was "SandboxLayer" instead of "MirrorLayer" |
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BuildScripts | ||
Dependencies | ||
Engine | ||
Mirror | ||
Sandbox | ||
.gitignore | ||
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README.md |
Light
A 2D cross-platform game engine
Supported Graphics APIs
- OpenGL
- DirectX
Will support:
- Vulkan
- Metal
Supported Operating Systems
- Windows
- Linux
Will support:
- Mac
Getting Started
- Run
git clone --recurse-submodules -j4 https://github.com/Light3039/Light
- Open BuildScripts folder and build the project
- Use the Sandbox project (a Demo project will be added soon)
Acknowledgments
Huge thanks to these people:
- TheCherno for teaching C++, OpenGL and GameEngine development
- Chili for teaching DirectX
- JoeyDeVriez for creating learnopengl.com