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开源软件名称:paladin-t/bitty开源软件地址:https://github.com/paladin-t/bitty开源编程语言:C++ 71.3%开源软件介绍:Home | Steam | Itch | Documents | About
About Bitty EngineBitty Engine is a cross-platform itty bitty Game Engine and open-source Framework. The full featured engine is programmable in Lua and integrated with built-in editors. It keeps the nature of both engine's productivity, and fantasy computer/console's ease to iterate. It boosts your commercial/non-commercial projects, prototypes, game jams, or just thought experiments. Why Bitty Engine?Bitty Engine has everything built-in for coding, graphics composing, etc; it has a full featured debugger for breakpoint, variable inspecting, stepping, and call-stack traversing; it offers a set of well-designed API with full documentation; it builds fast binaries with code and asset obfuscating, moreover its package size is small (around 10MB with empty project, other engine outputs more than 10 times bigger). It is supposed to be your ultimate 2D game creating software. FeaturesBitty Engine offers a set of orthogonal features that makes game development comfortable and enjoyable.
Technical specifications
GlanceCodelocal obj = nil
function setup()
obj = Resources.load('hero.spr')
obj:play('move', true, true)
end
function update(delta)
spr(obj, 208, 128, 64, 64)
end See more in examples. GamesRedistributingBitty Engine helps you to make standalone binaries for Windows, MacOS, Linux, and HTML (WebAssembly). It is redistributable for both non-commercial and commercial use without extra fee, your project is totally yours. Everything is done with Bitty Engine (pro) by nothing more than a few mouse clicks. Put an image at "../icon.png" relative to executable to customize the icon dynamically. Put an image at "../splash.png" as well to customize the splash, the image could be transparent. Getting Bitty EngineThe pro version is available on Steam and Itch. See version comparison. Compiling from sourceA C++14 capable compiler is required, any compiler came after 2014 should be ok. You need to get this repository and its submodules before build: git clone https://github.com/paladin-t/bitty.git
cd bitty
git submodule init
git submodule update DetailsSee the README under the "src" directory for source code architecture. There are some customizable macros:
Startup projectOnce you have setup and built a binary, it loads from "../data" or "../data.bit" automatically as startup project. Otherwise it shows a programmable workspace. WindowsDependencies: Visual Studio (with C++ development tools installed). Steps
MacOSDependencies: Xcode. Steps
LinuxDependencies: CMake, GCC. Steps
Other platformsDetailsYou can also setup your own build pipeline for other platforms. The "lib" and "src" directories are almost what you need. See the README under the "src" directory for code architecture. The "platform_*" files contain most platform dependent code, you'll probably make a specific port. Note the file dialog library is only usable on desktop builds, make your own adaption if you need it on other platforms. Community and contributingDocumentation |
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