A WIP platformer game, written in C++17, using GLFW.
Prior to December 15th 2020, Starry Sky was licensed under the GPLv3. After December 15th 2020, Starry Sky is licensed under the MIT license.
It uses sprite-batching and texture atlases to recreate the experience of games from the 16-bit and 32-bit eras, but with a maintainable, modern code-base.
- Inspired by the Suckless project's minimalist design philosophy
- Data-oriented design in the backend, hidden behind object-oriented abstraction layers in an API
- Focus on balancing performance and easy-to-read code
- Performance goals:
- To run at 60fps on a Raspberry Pi Zero
- To keep the total binary size less than 100 MB
git clone --recursive https://github.com/Kieran-Weaver/StarrySky
cd StarrySky
make
To run the tests:
make test
External Dependencies:
- GLFW
- GLM
External Test Dependencies:
- Catch2
Building on Windows:
Git, at least in msys2, does not handle symlinks properly on Windows.
Before running make
on Windows, run ./symlinks.sh
to restore the symlinks.
./Platformer
- Pixel-perfect collision
- DDS/DXT5 Textures
- Custom sprite-batching algorithm
- RAII classes:
- Sprite and Texture
- Window and Camera
- Map and MovingEntity
- SpriteBatch and TextureAtlas
- Add proper unit tests - In Progress
- Implement editor functionality
- Add documentation for APIs
- Add plugin system
- Add python bindings for the collision and graphics libraries
- Replace imgui example files with custom implementations
- Render through the sprite-batching API - Done
- Handle input through the Window class
- Improve graphics backend:
- Add 3D functionality
- Add game features:
- Sprites
- Enemy AI
- Dynamically load resources
- src/GL contains the graphics backend, which is currently based on OpenGL 3.x and GLFW
- src/util contains common code that everything else uses.
- src/file contains APIs to read and write text, memory mapped, and JSON files
- src/core contains the physics and map system and any helper files.
- src/game contains the game's AI and higher-level game concepts such as game mechanics.
- src/test contains Catch2 tests for the other components
The GL portion of Starry Sky can be used as a standalone rendering library. The lib
target in the Makefile creates build/libSSGL.a
, which contains the implementation of the GL, util, and file folders, as well as code required to use ImGui.
The rendering library can draw 3 different types of objects: Sprites, Tilemaps, and ImGui windows. Both Sprites and Tilemaps are drawn using the SpriteBatch object, while ImGui windows are drawn automatically when ImGui is used.
See include/GL/Sprite.hpp, include/GL/Tilemap.hpp, and https://github.com/ocornut/imgui for information on Sprites, Tilemaps, and ImGui respectively.
#include <GL/TextureAtlas.hpp>
#include <GL/SpriteBatch.hpp>
#include <GL/Camera.hpp>
#include <GL/Window.hpp>
#include <GL/Sprite.hpp>
#include <GLFW/glfw3.h>
int main(int, char const**) {
float x1=0.0, y1=360.0;
Window window(1280, 720, 3, 3, "data/fonts/boxfont_round.ttf", "Example");
window.getWindowState() = { new Camera(Rect<float>(-2000.f,-2000.f,4000.f,4000.f),Rect<float>(0.f,0.f,800.f,400.f), window) };
TextureAtlas atlas("resources/data/atlas.json");
SpriteBatch batch(atlas, "resources/data/shaders.json");
Texture t = atlas.findSubTexture("test1");
Sprite s;
s.setTexture(t);
while (window.isOpen()){
s.setPosition(x1,y1);
x1 += 1.0f;
s.rotate(0.1f);
window.startFrame();
batch.Draw(s);
batch.Draw(window);
window.endFrame();
}
return 0;
}
include/GL/Sprite.h, include/GL/SpriteBatch.h, include/GL/Texture.h, include/GL/TextureAtlas.h, and src/GL/TextureAtlas.cpp are originally from https://github.com/ricanteja/Moony-SpriteBatch, but were rewritten for Starry Sky.
The original engine for Starry Sky was based off of https://github.com/pixelpicosean/PlatformerEngine, but it was also rewritten.
The engine uses texture atlases which are generated by https://github.com/Kieran-Weaver/crunch
Collision:
R. R. Ciferri, A. C. Salgado, M. A. Nascimento and G. C. Magalhaes, "A performance comparison among the traditional R-trees, the Hilbert R-tree and the SR-tree," 23rd International Conference of the Chilean Computer Science Society, 2003. SCCC 2003. Proceedings., Chillan, Chile, 2003, pp. 3-12, doi: 10.1109/SCCC.2003.1245440.
T. Lee, S. Lee, "OMT: Overlap Minimizing Top-down Bulk Loading Algorithm for R-tree," CAiSE Short Paper Proceedings 2003.
Norbert Beckmann, Hans-Peter Kriegel, Ralf Schneider, and Bernhard Seeger. 1990. The R*-tree: an efficient and robust access method for points and rectangles. SIGMOD Rec. 19, 2 (Jun. 1990), 322–331. DOI:https://doi.org/10.1145/93605.98741