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Henrik Hautakoski f7fcc2633c Graphics/Image: dont store PixelFormat, instead define a new enum for number of channels.
The image class has a strict internal representation so we dont need "format".
PixelFormat enum can be passed to functions that modify the pixel data (like setPixels()) so that a proper convertion can be done.
2020-10-22 13:06:19 +02:00
.bam .bam/functions.lua: adding CopySettings functions 2020-01-07 06:34:40 +01:00
assets Update icon. 2020-02-02 09:56:03 +01:00
examples Adding Input Example. 2020-10-16 19:38:05 +02:00
include/Spectre Graphics/Image: dont store PixelFormat, instead define a new enum for number of channels. 2020-10-22 13:06:19 +02:00
source Graphics/Image: dont store PixelFormat, instead define a new enum for number of channels. 2020-10-22 13:06:19 +02:00
vendor Remove FT2 lib files (we compile our own). 2020-01-19 21:57:50 +01:00
.gitattributes Initial commit 2016-01-10 09:26:43 +01:00
.gitignore Adding bam build system. 2019-12-29 20:45:43 +01:00
bam.lua bam: Move library build to engine.build.lua file. 2020-01-07 07:11:02 +01:00
engine.build.lua Adding Spectre/System/ByteOrder 2020-10-21 13:02:03 +02:00
README.md Update Readme 2020-01-02 05:06:17 +01:00

Spectre 2D Engine

A simple 2D Game engine from scratch!

Compiling

This project uses bam build system (Version 0.5 or greater) to compile the engine.

Just running bam in this directory will start build the source.

The build will produce spectre.lib in the build directory that should be used when linking.

You will also need to link against FreeType2 that is located in vendor/FreeType2/lib/x<86|64>/freetype-s.lib (or freetype-d-s.lib for debug version)

Author

Henrik Hautakoski - henrik.hautakoski@gmail.com