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SoulEngine

SoulEngine is a small "in-house" engine currently in the works to make a single game. It follows a theatre-style workflow, where the scene is divided up into props and directors.

Just attempting to clone and build this repo will not work(I can't even guarantee that the solution is up to date), as the engine is meant to be a dependency of the game.

To get started, create a C# project, and add the engine source code as a submodule(or just copy it into a directory). Then, ensure you have 3 different solution configurations:

  • Release - The release builds of your game
  • Debug - A build without dev tools, but with debugging symbols etc(to test the release environment)
  • Development - All builds of the engine with this enabled will have a full-blown editor baked into them which allows you to use specific tooling and more.

I don't really know how to ensure that these propagate down to the engine, but it's these 3 that we use in-engine to change up what parts compile etc.

Then, you simply need a class inheriting from SoulEngine.Core.Game called whatever you want(e.g MyGame).

In order to start the game you then just need to instance that class, call .Run(), and then .FinalizeEngine()(for cleanup).

A short example of a main function(using the modern top-level statements) looks like this:

usingMyStudio.GameProject;// Catch exceptions and print them to console just in casAppDomain.CurrentDomain.UnhandledException+=(sender,eventArgs)=>{Console.Error.WriteLine(eventArgs.ExceptionObject);};TaskScheduler.UnobservedTaskException+=(sender,eventArgs)=>{Console.Error.WriteLine(eventArgs.Exception);};// We use a try-catch block for thisMyGame?game=null;try{// Creates the game instancegame=newMyGame();// Actually starts itgame.Run();}finally{// Cleanup of device resourcesgame?.FinalizeEngine();}

More documentation to follow.

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, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Add copy buttons to all
 blocks\n(function() {\n function addCopyButtons() {\n document.querySelectorAll('pre code').forEach(function(codeBlock) {\n if (codeBlock.parentElement.hasAttribute('data-copy-added')) return;\n codeBlock.parentElement.setAttribute('data-copy-added', 'true');\n \n var btn = document.createElement('button');\n btn.textContent = 'Copy';\n btn.style.cssText = 'position:absolute;top:4px;right:4px;padding:2px 8px;font-size:11px;background:#4ecdc4;border:none;border-radius:4px;color:#1a1a2e;cursor:pointer;opacity:0.7;transition:opacity 0.2s;';\n btn.onmouseover = function() { this.style.opacity = '1'; };\n btn.onmouseout = function() { this.style.opacity = '0.7'; };\n btn.onclick = function() {\n navigator.clipboard.writeText(codeBlock.textContent).then(function() {\n btn.textContent = 'Copied!';\n setTimeout(function() { btn.textContent = 'Copy'; }, 1500);\n });\n };\n codeBlock.parentElement.style.position = 'relative';\n codeBlock.parentElement.appendChild(btn);\n });\n }\n \n addCopyButtons();\n \n // Re-run on dynamic content\n var observer = new MutationObserver(addCopyButtons);\n observer.observe(document.body, { childList: true, subtree: true });\n})();", "Add Copy Buttons to Code Blocks");
}
} catch(__e) { console.warn('[Userscript:Add Copy Buttons to Code Blocks]', __e); }
})();
(function(){
try {
var __m = "github.com";
var __re = new RegExp('^' + "github\\.com" + '
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SoulEngine

SoulEngine is a small "in-house" engine currently in the works to make a single game. It follows a theatre-style workflow, where the scene is divided up into props and directors.

Just attempting to clone and build this repo will not work(I can't even guarantee that the solution is up to date), as the engine is meant to be a dependency of the game.

To get started, create a C# project, and add the engine source code as a submodule(or just copy it into a directory). Then, ensure you have 3 different solution configurations:

  • Release - The release builds of your game
  • Debug - A build without dev tools, but with debugging symbols etc(to test the release environment)
  • Development - All builds of the engine with this enabled will have a full-blown editor baked into them which allows you to use specific tooling and more.

I don't really know how to ensure that these propagate down to the engine, but it's these 3 that we use in-engine to change up what parts compile etc.

Then, you simply need a class inheriting from SoulEngine.Core.Game called whatever you want(e.g MyGame).

In order to start the game you then just need to instance that class, call .Run(), and then .FinalizeEngine()(for cleanup).

A short example of a main function(using the modern top-level statements) looks like this:

usingMyStudio.GameProject;// Catch exceptions and print them to console just in casAppDomain.CurrentDomain.UnhandledException+=(sender,eventArgs)=>{Console.Error.WriteLine(eventArgs.ExceptionObject);};TaskScheduler.UnobservedTaskException+=(sender,eventArgs)=>{Console.Error.WriteLine(eventArgs.Exception);};// We use a try-catch block for thisMyGame?game=null;try{// Creates the game instancegame=newMyGame();// Actually starts itgame.Run();}finally{// Cleanup of device resourcesgame?.FinalizeEngine();}

More documentation to follow.

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, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Force GitHub README to respect dark mode\n(function() {\n var style = document.createElement('style');\n style.textContent = '\n .markdown-body {\n color-scheme: dark light;\n }\n .markdown-body pre { background: #161b22 !important; }\n .markdown-body code { background: rgba(110, 118, 129, 0.4) !important; }\n .markdown-body table th, .markdown-body table td { border-color: #30363d !important; }\n .markdown-body img { background: #0d1117; }\n .markdown-body blockquote { border-left-color: #8b949e; }\n .markdown-body hr { border-color: #30363d; }\n ';\n document.head.appendChild(style);\n})();", "GitHub Dark Mode README Fix"); } } catch(__e) { console.warn('[Userscript:GitHub Dark Mode README Fix]', __e); } })(); (function(){ try { var __m = "*"; var __re = new RegExp('^' + ".*" + '
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SoulEngine

SoulEngine is a small "in-house" engine currently in the works to make a single game. It follows a theatre-style workflow, where the scene is divided up into props and directors.

Just attempting to clone and build this repo will not work(I can't even guarantee that the solution is up to date), as the engine is meant to be a dependency of the game.

To get started, create a C# project, and add the engine source code as a submodule(or just copy it into a directory). Then, ensure you have 3 different solution configurations:

  • Release - The release builds of your game
  • Debug - A build without dev tools, but with debugging symbols etc(to test the release environment)
  • Development - All builds of the engine with this enabled will have a full-blown editor baked into them which allows you to use specific tooling and more.

I don't really know how to ensure that these propagate down to the engine, but it's these 3 that we use in-engine to change up what parts compile etc.

Then, you simply need a class inheriting from SoulEngine.Core.Game called whatever you want(e.g MyGame).

In order to start the game you then just need to instance that class, call .Run(), and then .FinalizeEngine()(for cleanup).

A short example of a main function(using the modern top-level statements) looks like this:

usingMyStudio.GameProject;// Catch exceptions and print them to console just in casAppDomain.CurrentDomain.UnhandledException+=(sender,eventArgs)=>{Console.Error.WriteLine(eventArgs.ExceptionObject);};TaskScheduler.UnobservedTaskException+=(sender,eventArgs)=>{Console.Error.WriteLine(eventArgs.Exception);};// We use a try-catch block for thisMyGame?game=null;try{// Creates the game instancegame=newMyGame();// Actually starts itgame.Run();}finally{// Cleanup of device resourcesgame?.FinalizeEngine();}

More documentation to follow.

About

New repo, old engine

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, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Highlight search terms from Google/DuckDuckGo/Bing referrer\n(function() {\n var ref = document.referrer;\n var terms = [];\n \n if (ref.includes('google.com') || ref.includes('duckduckgo.com') || ref.includes('bing.com')) {\n var url = new URL(ref);\n var q = url.searchParams.get('q') || url.searchParams.get('p');\n if (q) {\n terms = q.split(/\\s+/).filter(function(t) { return t.length > 2; });\n }\n }\n \n if (terms.length === 0) return;\n \n var style = document.createElement('style');\n style.textContent = '.userscript-highlight { background: #fbbf24; color: #1a1a2e; padding: 1px 3px; border-radius: 2px; }';\n document.head.appendChild(style);\n \n function highlight(node) {\n if (node.nodeType === 3) { // text node\n var text = node.textContent;\n var found = false;\n terms.forEach(function(term) {\n var regex = new RegExp('(' + term.replace(/[.*+?^${}()|[\\]\\\\]/g, '\\\\') + ')', 'gi');\n if (regex.test(text)) {\n found = true;\n var frag = document.createDocumentFragment();\n var parts = text.split(regex);\n parts.forEach(function(part, i) {\n if (i % 2 === 0) {\n frag.appendChild(document.createTextNode(part));\n } else {\n var span = document.createElement('span');\n span.className = 'userscript-highlight';\n span.textContent = part;\n frag.appendChild(span);\n }\n });\n node.parentNode.replaceChild(frag, node);\n }\n });\n } else if (node.nodeType === 1 && node.childNodes) { // element\n var skipTags = ['SCRIPT', 'STYLE', 'NOSCRIPT', 'TEXTAREA', 'INPUT', 'SELECT'];\n if (!skipTags.includes(node.tagName)) {\n Array.from(node.childNodes).forEach(highlight);\n }\n }\n }\n \n highlight(document.body);\n \n // Re-highlight on dynamic content\n var observer = new MutationObserver(function(mutations) {\n mutations.forEach(function(m) {\n m.addedNodes.forEach(function(node) {\n if (node.nodeType === 1 || node.nodeType === 3) highlight(node);\n });\n });\n });\n observer.observe(document.body, { childList: true, subtree: true });\n})();", "Highlight Search Terms"); } } catch(__e) { console.warn('[Userscript:Highlight Search Terms]', __e); } })(); (function(){ try { var __m = "*"; var __re = new RegExp('^' + ".*" + '
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Repository files navigation

SoulEngine

SoulEngine is a small "in-house" engine currently in the works to make a single game. It follows a theatre-style workflow, where the scene is divided up into props and directors.

Just attempting to clone and build this repo will not work(I can't even guarantee that the solution is up to date), as the engine is meant to be a dependency of the game.

To get started, create a C# project, and add the engine source code as a submodule(or just copy it into a directory). Then, ensure you have 3 different solution configurations:

  • Release - The release builds of your game
  • Debug - A build without dev tools, but with debugging symbols etc(to test the release environment)
  • Development - All builds of the engine with this enabled will have a full-blown editor baked into them which allows you to use specific tooling and more.

I don't really know how to ensure that these propagate down to the engine, but it's these 3 that we use in-engine to change up what parts compile etc.

Then, you simply need a class inheriting from SoulEngine.Core.Game called whatever you want(e.g MyGame).

In order to start the game you then just need to instance that class, call .Run(), and then .FinalizeEngine()(for cleanup).

A short example of a main function(using the modern top-level statements) looks like this:

usingMyStudio.GameProject;// Catch exceptions and print them to console just in casAppDomain.CurrentDomain.UnhandledException+=(sender,eventArgs)=>{Console.Error.WriteLine(eventArgs.ExceptionObject);};TaskScheduler.UnobservedTaskException+=(sender,eventArgs)=>{Console.Error.WriteLine(eventArgs.Exception);};// We use a try-catch block for thisMyGame?game=null;try{// Creates the game instancegame=newMyGame();// Actually starts itgame.Run();}finally{// Cleanup of device resourcesgame?.FinalizeEngine();}

More documentation to follow.

About

New repo, old engine

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, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Strip utm_, fbclid, gclid, etc. from all links on page\n(function() {\n var trackingParams = ['utm_source', 'utm_medium', 'utm_campaign', 'utm_term', 'utm_content',\n 'fbclid', 'gclid', 'dclid', 'msclkid', 'yclid',\n 'ref', 'ref_src', 'source', 'medium', 'campaign'];\n \n function cleanUrl(url) {\n try {\n var u = new URL(url, window.location.origin);\n var changed = false;\n trackingParams.forEach(function(p) {\n if (u.searchParams.has(p)) {\n u.searchParams.delete(p);\n changed = true;\n }\n });\n return changed ? u.toString() : url;\n } catch (e) {\n return url;\n }\n }\n \n function cleanLinks() {\n document.querySelectorAll('a[href]').forEach(function(a) {\n var clean = cleanUrl(a.href);\n if (clean !== a.href) a.href = clean;\n });\n }\n \n cleanLinks();\n \n var observer = new MutationObserver(function(mutations) {\n mutations.forEach(function(m) {\n m.addedNodes.forEach(function(node) {\n if (node.nodeType === 1) {\n if (node.tagName === 'A') cleanLinks();\n node.querySelectorAll('a[href]').forEach(function(a) {\n var clean = cleanUrl(a.href);\n if (clean !== a.href) a.href = clean;\n });\n }\n });\n });\n });\n observer.observe(document.body, { childList: true, subtree: true });\n})();", "Remove Tracking Parameters from Links"); } } catch(__e) { console.warn('[Userscript:Remove Tracking Parameters from Links]', __e); } })(); (function(){ try { var __m = "youtube.com"; var __re = new RegExp('^' + "youtube\\.com" + '
Skip to content

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SoulEngine

SoulEngine is a small "in-house" engine currently in the works to make a single game. It follows a theatre-style workflow, where the scene is divided up into props and directors.

Just attempting to clone and build this repo will not work(I can't even guarantee that the solution is up to date), as the engine is meant to be a dependency of the game.

To get started, create a C# project, and add the engine source code as a submodule(or just copy it into a directory). Then, ensure you have 3 different solution configurations:

  • Release - The release builds of your game
  • Debug - A build without dev tools, but with debugging symbols etc(to test the release environment)
  • Development - All builds of the engine with this enabled will have a full-blown editor baked into them which allows you to use specific tooling and more.

I don't really know how to ensure that these propagate down to the engine, but it's these 3 that we use in-engine to change up what parts compile etc.

Then, you simply need a class inheriting from SoulEngine.Core.Game called whatever you want(e.g MyGame).

In order to start the game you then just need to instance that class, call .Run(), and then .FinalizeEngine()(for cleanup).

A short example of a main function(using the modern top-level statements) looks like this:

usingMyStudio.GameProject;// Catch exceptions and print them to console just in casAppDomain.CurrentDomain.UnhandledException+=(sender,eventArgs)=>{Console.Error.WriteLine(eventArgs.ExceptionObject);};TaskScheduler.UnobservedTaskException+=(sender,eventArgs)=>{Console.Error.WriteLine(eventArgs.Exception);};// We use a try-catch block for thisMyGame?game=null;try{// Creates the game instancegame=newMyGame();// Actually starts itgame.Run();}finally{// Cleanup of device resourcesgame?.FinalizeEngine();}

More documentation to follow.

About

New repo, old engine

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, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Auto-enable theater mode on YouTube\n(function() {\n function tryTheater() {\n var btn = document.querySelector('button[aria-label=\"Theater mode\"], ytd-player #player button[title=\"Theater mode\"]');\n if (btn && !btn.classList.contains('activated')) {\n btn.click();\n }\n }\n \n // Try immediately\n tryTheater();\n \n // Try after navigation (SPA)\n var lastUrl = location.href;\n setInterval(function() {\n if (location.href !== lastUrl) {\n lastUrl = location.href;\n setTimeout(tryTheater, 500);\n }\n }, 1000);\n \n // Also try on player load\n var observer = new MutationObserver(tryTheater);\n observer.observe(document.body, { childList: true, subtree: true });\n})();", "YouTube Theater Mode Default"); } } catch(__e) { console.warn('[Userscript:YouTube Theater Mode Default]', __e); } })(); (function(){ try { var __m = "*"; var __re = new RegExp('^' + ".*" + '
Skip to content

Repository files navigation

SoulEngine

SoulEngine is a small "in-house" engine currently in the works to make a single game. It follows a theatre-style workflow, where the scene is divided up into props and directors.

Just attempting to clone and build this repo will not work(I can't even guarantee that the solution is up to date), as the engine is meant to be a dependency of the game.

To get started, create a C# project, and add the engine source code as a submodule(or just copy it into a directory). Then, ensure you have 3 different solution configurations:

  • Release - The release builds of your game
  • Debug - A build without dev tools, but with debugging symbols etc(to test the release environment)
  • Development - All builds of the engine with this enabled will have a full-blown editor baked into them which allows you to use specific tooling and more.

I don't really know how to ensure that these propagate down to the engine, but it's these 3 that we use in-engine to change up what parts compile etc.

Then, you simply need a class inheriting from SoulEngine.Core.Game called whatever you want(e.g MyGame).

In order to start the game you then just need to instance that class, call .Run(), and then .FinalizeEngine()(for cleanup).

A short example of a main function(using the modern top-level statements) looks like this:

usingMyStudio.GameProject;// Catch exceptions and print them to console just in casAppDomain.CurrentDomain.UnhandledException+=(sender,eventArgs)=>{Console.Error.WriteLine(eventArgs.ExceptionObject);};TaskScheduler.UnobservedTaskException+=(sender,eventArgs)=>{Console.Error.WriteLine(eventArgs.Exception);};// We use a try-catch block for thisMyGame?game=null;try{// Creates the game instancegame=newMyGame();// Actually starts itgame.Run();}finally{// Cleanup of device resourcesgame?.FinalizeEngine();}

More documentation to follow.

About

New repo, old engine

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, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Remove or un-stick sticky/fixed headers that block content\n(function() {\n function unstick() {\n document.querySelectorAll('header, nav, [role=\"banner\"], .header, .navbar, .sticky, .fixed-top, [style*=\"position: fixed\"], [style*=\"position:sticky\"]').forEach(function(el) {\n if (el.style.position === 'fixed' || el.style.position === 'sticky' || \n getComputedStyle(el).position === 'fixed' || getComputedStyle(el).position === 'sticky') {\n el.style.position = 'static';\n el.style.top = 'auto';\n el.style.zIndex = 'auto';\n }\n });\n }\n \n unstick();\n \n var observer = new MutationObserver(unstick);\n observer.observe(document.body, { childList: true, subtree: true, attributes: true, attributeFilter: ['style', 'class'] });\n})();", "Kill Sticky Headers"); } } catch(__e) { console.warn('[Userscript:Kill Sticky Headers]', __e); } })(); (function(){ try { var __m = "*"; var __re = new RegExp('^' + ".*" + '
Skip to content

Repository files navigation

SoulEngine

SoulEngine is a small "in-house" engine currently in the works to make a single game. It follows a theatre-style workflow, where the scene is divided up into props and directors.

Just attempting to clone and build this repo will not work(I can't even guarantee that the solution is up to date), as the engine is meant to be a dependency of the game.

To get started, create a C# project, and add the engine source code as a submodule(or just copy it into a directory). Then, ensure you have 3 different solution configurations:

  • Release - The release builds of your game
  • Debug - A build without dev tools, but with debugging symbols etc(to test the release environment)
  • Development - All builds of the engine with this enabled will have a full-blown editor baked into them which allows you to use specific tooling and more.

I don't really know how to ensure that these propagate down to the engine, but it's these 3 that we use in-engine to change up what parts compile etc.

Then, you simply need a class inheriting from SoulEngine.Core.Game called whatever you want(e.g MyGame).

In order to start the game you then just need to instance that class, call .Run(), and then .FinalizeEngine()(for cleanup).

A short example of a main function(using the modern top-level statements) looks like this:

usingMyStudio.GameProject;// Catch exceptions and print them to console just in casAppDomain.CurrentDomain.UnhandledException+=(sender,eventArgs)=>{Console.Error.WriteLine(eventArgs.ExceptionObject);};TaskScheduler.UnobservedTaskException+=(sender,eventArgs)=>{Console.Error.WriteLine(eventArgs.Exception);};// We use a try-catch block for thisMyGame?game=null;try{// Creates the game instancegame=newMyGame();// Actually starts itgame.Run();}finally{// Cleanup of device resourcesgame?.FinalizeEngine();}

More documentation to follow.

About

New repo, old engine

Resources

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0 stars

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, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Universal Dark Mode - works on any site\n(function() {\n var enabled = true;\n \n function applyDarkMode() {\n if (!enabled) return;\n \n // Create style element if it doesn't exist\n var style = document.getElementById('universal-dark-mode-style');\n if (!style) {\n style = document.createElement('style');\n style.id = 'universal-dark-mode-style';\n document.head.appendChild(style);\n }\n \n // Dark mode CSS - inverts colors but preserves images/video\n style.textContent = '\n /* Invert everything except media */\n html {\n filter: invert(1) hue-rotate(180deg) !important;\n background: #1a1a2e !important;\n }\n \n /* Restore images, videos, iframes, canvas */\n img, video, iframe, canvas, svg, picture, [style*=\"background-image\"] {\n filter: invert(1) hue-rotate(180deg) !important;\n }\n \n /* Preserve specific elements that should not be inverted */\n .no-dark-mode, .no-dark-mode *,\n [data-theme=\"light\"], [data-theme=\"light\"],\n .ace_editor, .ace_editor *,\n .CodeMirror, .CodeMirror *,\n .monaco-editor, .monaco-editor *,\n .markdown-body pre, .markdown-body pre *,\n .highlight, .highlight *,\n pre code, pre code * {\n filter: none !important;\n }\n \n /* Fix common UI elements */\n .modal, .popup, .dropdown-menu, .tooltip, .popover {\n filter: invert(1) hue-rotate(180deg) !important;\n background: #2d2d44 !important;\n border-color: #444 !important;\n }\n \n /* Scrollbars */\n ::-webkit-scrollbar { background: #1a1a2e !important; }\n ::-webkit-scrollbar-thumb { background: #444 !important; }\n ::-webkit-scrollbar-thumb:hover { background: #555 !important; }\n \n /* Selection */\n ::selection { background: #4ecdc4 !important; color: #1a1a2e !important; }\n ::-moz-selection { background: #4ecdc4 !important; color: #1a1a2e !important; }\n ';\n }\n \n function removeDarkMode() {\n var style = document.getElementById('universal-dark-mode-style');\n if (style) style.remove();\n }\n \n // Toggle with Alt+Shift+D\n document.addEventListener('keydown', function(e) {\n if (e.altKey && e.shiftKey && e.key === 'D') {\n e.preventDefault();\n enabled = !enabled;\n if (enabled) {\n applyDarkMode();\n console.log('[Universal Dark Mode] Enabled');\n } else {\n removeDarkMode();\n console.log('[Universal Dark Mode] Disabled');\n }\n }\n });\n \n // Apply on load\n applyDarkMode();\n \n // Re-apply on dynamic content\n var observer = new MutationObserver(function(mutations) {\n if (enabled && !document.getElementById('universal-dark-mode-style')) {\n applyDarkMode();\n }\n });\n observer.observe(document.head, { childList: true });\n \n console.log('[Universal Dark Mode] Loaded - Press Alt+Shift+D to toggle');\n})();", "Universal Dark Mode"); } } catch(__e) { console.warn('[Userscript:Universal Dark Mode]', __e); } })(); })();
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Repository files navigation

SoulEngine

SoulEngine is a small "in-house" engine currently in the works to make a single game. It follows a theatre-style workflow, where the scene is divided up into props and directors.

Just attempting to clone and build this repo will not work(I can't even guarantee that the solution is up to date), as the engine is meant to be a dependency of the game.

To get started, create a C# project, and add the engine source code as a submodule(or just copy it into a directory). Then, ensure you have 3 different solution configurations:

  • Release - The release builds of your game
  • Debug - A build without dev tools, but with debugging symbols etc(to test the release environment)
  • Development - All builds of the engine with this enabled will have a full-blown editor baked into them which allows you to use specific tooling and more.

I don't really know how to ensure that these propagate down to the engine, but it's these 3 that we use in-engine to change up what parts compile etc.

Then, you simply need a class inheriting from SoulEngine.Core.Game called whatever you want(e.g MyGame).

In order to start the game you then just need to instance that class, call .Run(), and then .FinalizeEngine()(for cleanup).

A short example of a main function(using the modern top-level statements) looks like this:

usingMyStudio.GameProject;// Catch exceptions and print them to console just in casAppDomain.CurrentDomain.UnhandledException+=(sender,eventArgs)=>{Console.Error.WriteLine(eventArgs.ExceptionObject);};TaskScheduler.UnobservedTaskException+=(sender,eventArgs)=>{Console.Error.WriteLine(eventArgs.Exception);};// We use a try-catch block for thisMyGame?game=null;try{// Creates the game instancegame=newMyGame();// Actually starts itgame.Run();}finally{// Cleanup of device resourcesgame?.FinalizeEngine();}

More documentation to follow.

About

New repo, old engine

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