A C++ poly-voxel prototype
OLD AND NOT MAINTAINED ANYMORE
A C++ polygon-based voxel engine and utility framework.
This project is a voxel engine featuring a common set of files I use for developping games in C++. I'm not working anymore on the voxel part.
Framework :
Voxel engine :
Third-party :
There is actually nothing "playable", but there is a main() function. that means you can test some technical demos :)
Infinite scary cave-canyon test (Windows only) : https://dl.dropbox.com/u/60408088/INFO/zCraft/2012-12-29-zcraft-map-test.zip
A few days ago, I switched to CMake. However, I'm new to this build system, so the CMakeLists.txt may be a bit awkward. It is recommended to use a separate build/ directory for the building process (notice it in .gitignore) in which you specify your environnment (paths to libs). If you can't get it to work, try Code::Blocks or another build system.
Compiler requirements :
Dependencies sum for ALL the project :
The execution directory must be the same as the assets/ folder (i.e repo's root).
The project is divided in several main parts :
This is the framework of tools I write for making games, and may be used for other projects than zCraft. Multimedia parts are heavily based on SFML, but only when it's really needed (for example, the core/ folder doesn't depend on anything but config.hpp, system/osdefines.hpp and the STL).
This is a generic gui that only depends on the core/ and utf8/ parts of the engine. It is currently developped as part of the project. All you have to do to use it is to provide your renderer and input. Note : some renderers and inputs are already included.
This is the voxel engine, based on zENG.
experimental undocumented stuff based on the other packages. its contents may be future features or tests. I added this to the repo to have a cloud copy of it (I don't trust my HD) and to ease sharing.