Wrap X11 C level calls, to look like a normal 2d game engine, with C++14.
- Build the Event Structure, where Scene can also handle events
- Add double buffering to XScreen
- Add Actor collision check
- Add SpriteRegister
- Add Actor::transform() / Actor::rotate(angle)
- Place a Messerschmidt in the middle of the TestScene and begin implementing the game
- Install
- Simply clone this repository, and ensure the system you are running it on has Xorg / Xlib, preferably X11
git clone https://github.com/sheltongabe/x11_game_engine.git
- Compile
- Make a directory within the repository called build, this will host all of the build files
- Then from within the build/ directory run cmake .. && make
cd x11_game_engine && mkdir build/
cd build && cmake .. && make
- Run
- By default the CMakeLists.txt in the root of the project will generate tests, you can disable this by commenting out those lines
- But because of this you have an executable that you can run to demonstrate the game engine works, and to test various parts.
- The source code for this executable is in test/src and test/include, and the executable is in the bin/ folder
- The static library is in the lib/ folder
- But you can test the test executable that is linked to the game engine library by going into the bin/ folder
- From the repository root:
cd bin/ && ./x11_game_engine_test
- You can of course run valgrind to check for memory leaks, however I have been having trouble dealing with colors and colormaps, which I believe to be the cause of me leaking ~29,000 bytes of memory.