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Leadwerks Template Project


Sample scene

Synopsis

A clean c++ template project written around the Leadwerks API, providing an easy to use platform for interactive application development.

Motivation

I began using Leadwerks for c++ game development in June 2013 and have been a fan ever since. Over the last few years, I have been developing a modular game architecture, providing a clean and easy to use framework for game development. The Leadwerks Template project is my aim to help streamline other c++ developers looking to enter game development with the opportunity to quickly iterate quality projects with an easy to use development pipeline.

Setup

To use the template project in your own application you should first create a new project through the Leadwerks Project Manager. You can then pull or extract the template files into the root directory of your project. This will be the same directory that contains the asset directories that are created for you when you create a new Leadwerks project.

NOTE: Make sure that your .csproj working directory is pointed to the same directory your assets are located as well. This should be set for you when your project is initially created however, should your application crash due to missing script files, you should check your working directory.

Versions

v0.0.4 - Complete overhaul of the template framework. Introduced AppController class. Refactored GameObject system for an Entity-Component system. Introduced Dependency Injection with Container class. Added brief documentation to all source files. Removed contents section from the readme.md. Added LuaTables++ to project. Finalized a quick sample scene to demonstrate the use of the Component system with lua scripts. Also added support for Squirrel Script though not officially supported at this time.

v0.0.3 - Added EventManager class with example event to project.

v0.0.2 - Contains the added Game Object, Camera Manager, Input Manager and State Manager, providing a complete game-application template. This can be used if you want to start getting right into game development, without having to wire up base requirements for an application.

v0.0.1 - Contains refactored App.h and App.cpp source files, providing a complete boilerplate application. This can be used if you want to build your own application from scratch.

Licence

Copyright (c) 2013 2014 2015, 2016 Eden Softworks Joshua J Allen

This software is provided 'as-is', without any express or implied warranty. In no event will the authors be held liable for any damages arising from the use of this software.

Permission is granted to anyone to use this software for any purpose, including commercial applications, and to alter it and redistribute it freely, subject to the following restrictions:

  1. The origin of this software must not be misrepresented; you must not claim that you wrote the original software. If you use this software in a product, an acknowledgement in the product documentation would be appreciated but is not required.
  2. Altered source versions must be plainly marked as such, and must not be misrepresented as being the original software.
  3. This notice may not be removed or altered from any source distribution.

leadwerks-template's People

Contributors

wshearn avatar

Stargazers

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Watchers

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leadwerks-template's Issues

Ideas for the ObjectManager class/Object refactor.

With the object manager we should enable scripters(artists, gameplay programmers, etc) to use base classes with out having to do any C++ coding.
Leadwerks has LUA intergration built in(Leadwerks::Interpreter)

Object refactor:
- Object becomes a generic class in which we can have a common base class for just about anything.
-- This will allow global options
--- EX: PrintDebug that when called from and object it will print a serialized dump of the object. (Just an example, no plans to add it)
- Move PLACABLE GameObjects to Actor class(ala Unreal Engine style)
-- Define sound, model, movement, health(see above and AActor API reference from UnrealEngine) etc
-- Reference:
--- https://docs.unrealengine.com/latest/INT/API/Runtime/CoreUObject/UObject/UObject/index.html
--- https://docs.unrealengine.com/latest/INT/API/Runtime/Engine/GameFramework/AActor/index.html
-- Add common triggers
--- Player collision, destroyed, etc
- Move Camera to PlayerController(Child of Actor)
-- Create FPS, TPS, Flight playeractor classes as child of PlayerController

ObjectManager:
- Load actors scripts(references game actors,) -> Scripts/Objects/_RegisterBinaryActors.lua
-- _RegisterBinaryObjects references other lua files
-- Other lua files contains needed info for model, sounds, movement(rotating each tick, think spinning pickups ala Quake style)
-- Reason for defining Actors is so that people can place them in a map and we can hook the map loading and we can replace the item during loading.
--- Benifits is we can create a proper load screen as we will load the objects ourselves and not just a glob of a single map.
---- Yes, leadwerks loads maps fast but if the dev tries to scale out it may slow down and cause a bad exp for the end user
--- We can release items that are no longer needed during a cleanup task(say a barrel got blown up and the index counter reached 0, we can safely unload it)
--- This also allows developers to create a simple base layout of all the items with ease and allow the artist to get in and see the(uncoded)
items with their proper models as it would inherit that properity from Actor

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