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ESE: Entity Sprite Engine

A modern 2D game engine built with C/C++ and Lua scripting, featuring an Entity-Component System (ECS) architecture with cross-platform support for macOS and Linux.

🚀 Features

Core Engine

  • High Performance C/C++ Core: Fast, lightweight engine written in C with C++ extensions for graphics
  • Entity-Component System: Flexible ECS architecture for modular game object design
  • Lua Scripting (LuaJIT): Fast LuaJIT integration for game logic and rapid prototyping
  • Cross-Platform: Native support for macOS (Metal) and Linux (OpenGL/GLFW)

Graphics & Rendering

  • Sprite System: Animated sprites with frame-based animation support
  • Shader Support: Custom GLSL pipeline (glslang/SPIR-V + SPIRV-Cross for Metal) for advanced effects
  • Tilemap Rendering: Efficient tilemap system with support for multiple map types (grid, hexagonal, isometric)
  • Camera System: 2D camera with viewport management
  • Draw Lists: Optimized rendering with z-index depth sorting

Game Systems

  • Collision Detection: Rectangle-based collision system with component integration
  • GUI System: Style-driven GUI primitives and theming
  • HTTP Client: Async HTTP requests exposed to Lua
  • Job Queue: Asynchronous job queue for background work
  • Audio: Platform audio playback (CoreAudio/AudioToolbox on macOS, OpenAL on Linux)
  • Asset Management: Centralized asset loading for textures, sprites, maps, and scripts
  • Input Handling: Cross-platform input state management
  • Memory Management: Custom memory allocator with garbage collection for Lua

Platform Support

  • macOS: Native Metal rendering with Cocoa window management
  • Linux: OpenGL rendering with GLFW window management
  • Asset Loading: Platform-agnostic filesystem abstraction

🏗️ Architecture

Entity-Component System

ESE uses a true ECS architecture where:

  • Entities: Simple containers that hold components
  • Components: Data structures that define entity properties and behaviors
  • Systems: Process entities with specific component combinations

Available Components

  • SpriteComponent: Handles visual rendering and animation
  • ColliderComponent: Manages collision detection and physics
  • MapComponent: Renders tilemaps and world geometry
  • TextComponent: Renders on-screen text
  • ShapeComponent: Renders simple shapes; includes path variant
  • LuaComponent: Links entities to Lua scripts for game logic

Core Systems

  • RenderSystem: Processes all visual components
  • CollisionSystem: Handles collision detection and response
  • ScriptSystem: Executes Lua scripts for entity behavior
  • AssetSystem: Manages loading and caching of game resources

📦 Building

Prerequisites

  • CMake 3.16 or higher
  • C/C++ compiler with C99 and C++11 support
  • LuaJIT (vendored; built automatically)
  • Linux only: OpenGL, GLFW3, GLEW, OpenAL development packages

Build Commands

# Clone the repository
git clone https://github.com/zaun/entity-sprite-engine.git
cd entity-sprite-engine
# Create build directory
mkdir build &&cd build
# Configure and build
cmake ..
make

Platform-Specific Builds

macOS

# Force macOS build (uses Metal rendering)
cmake -DFORCE_PLATFORM_MAC=ON ..
make

Linux

# Force Linux build (uses OpenGL/GLFW)
cmake -DFORCE_PLATFORM_LINUX=ON ..
make

🎮 Getting Started

Running the Example

The examples/simple directory contains a working demo that showcases:

  • Entity creation and component management
  • Sprite rendering and animation
  • Collision detection
  • Tilemap rendering
  • Lua script integration
# From the build directory# macOS (app bundle)
open examples/simple/simple_demo.app
# Linux (executable)cd examples/simple
./simple_demo

Basic Entity Creation

-- Create a new entitylocalplayer=Entity.new()
-- Add a sprite componentlocalsprite_comp=EntityComponentSprite.new()
sprite_comp.sprite="game:player_idle"player.components.add(sprite_comp)
-- Add a collider componentlocalcollider_comp=EntityComponentCollider.new()
collider_comp.rects.add(Rect.new(0, 0, 32, 32))
player.components.add(collider_comp)
-- Add Lua script for behaviorlocalscript_comp=EntityComponentLua.new()
script_comp.script="player.lua"player.components.add(script_comp)

Asset Loading

-- Load sprite atlasifasset_load_atlas("game", "player.json", true) thenprint("Player sprites loaded successfully")
end-- Load map dataifasset_load_map("game", "level.json") thenprint("Level map loaded successfully")
end-- Load and set shadersifasset_load_shader("game", "shaders.glsl") thenset_pipeline("game:vertexShader", "game:fragmentShader")
end

📁 Project Structure

ese/
├── src/
│ ├── core/ # Engine core, asset management
│ ├── entity/ # ECS implementation
│ ├── graphics/ # Rendering and sprite systems
│ ├── platform/ # Platform-specific code (macOS/Linux)
│ ├── scripting/ # Lua engine integration
│ ├── types/ # Core data structures
│ └── utility/ # Helper functions and data structures
├── examples/
│ └── simple/ # Working demo application
├── docs/ # API documentation
└── CMakeLists.txt # Build configuration

🔧 Development

Adding New Components

  1. Create component header and implementation files in src/entity/components/
  2. Implement required component interface functions
  3. Add Lua bindings in the component's Lua integration file
  4. Register the component type in the Lua engine

Platform Abstraction

The engine uses platform-specific implementations for:

  • Window management
  • Rendering (Metal on macOS, OpenGL on Linux)
  • Filesystem operations
  • Time and input handling

Memory Management

  • C-style memory management for engine core
  • Automatic garbage collection for Lua objects
  • Custom memory allocator with safety checks

📚 Documentation

Detailed API documentation is available in the docs/ directory:

  • global.md - Global engine and Lua APIs
  • entity.md and entitycomponent.md - Entity and component system
  • display.md and gui.md - Rendering/display and GUI
  • map.md and mapcell.md - Map and map cell systems
  • point.md, rect.md, vector.md, ray.md, tileset.md, uuid.md - Core types

🤝 Contributing

  1. Fork the repository
  2. Create a feature branch
  3. Make your changes
  4. Add tests if applicable
  5. Submit a pull request

About

A 2D game engine build around entities and an entity component system,

Resources

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1 star

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0 watching

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Languages

, '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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ESE: Entity Sprite Engine

A modern 2D game engine built with C/C++ and Lua scripting, featuring an Entity-Component System (ECS) architecture with cross-platform support for macOS and Linux.

🚀 Features

Core Engine

  • High Performance C/C++ Core: Fast, lightweight engine written in C with C++ extensions for graphics
  • Entity-Component System: Flexible ECS architecture for modular game object design
  • Lua Scripting (LuaJIT): Fast LuaJIT integration for game logic and rapid prototyping
  • Cross-Platform: Native support for macOS (Metal) and Linux (OpenGL/GLFW)

Graphics & Rendering

  • Sprite System: Animated sprites with frame-based animation support
  • Shader Support: Custom GLSL pipeline (glslang/SPIR-V + SPIRV-Cross for Metal) for advanced effects
  • Tilemap Rendering: Efficient tilemap system with support for multiple map types (grid, hexagonal, isometric)
  • Camera System: 2D camera with viewport management
  • Draw Lists: Optimized rendering with z-index depth sorting

Game Systems

  • Collision Detection: Rectangle-based collision system with component integration
  • GUI System: Style-driven GUI primitives and theming
  • HTTP Client: Async HTTP requests exposed to Lua
  • Job Queue: Asynchronous job queue for background work
  • Audio: Platform audio playback (CoreAudio/AudioToolbox on macOS, OpenAL on Linux)
  • Asset Management: Centralized asset loading for textures, sprites, maps, and scripts
  • Input Handling: Cross-platform input state management
  • Memory Management: Custom memory allocator with garbage collection for Lua

Platform Support

  • macOS: Native Metal rendering with Cocoa window management
  • Linux: OpenGL rendering with GLFW window management
  • Asset Loading: Platform-agnostic filesystem abstraction

🏗️ Architecture

Entity-Component System

ESE uses a true ECS architecture where:

  • Entities: Simple containers that hold components
  • Components: Data structures that define entity properties and behaviors
  • Systems: Process entities with specific component combinations

Available Components

  • SpriteComponent: Handles visual rendering and animation
  • ColliderComponent: Manages collision detection and physics
  • MapComponent: Renders tilemaps and world geometry
  • TextComponent: Renders on-screen text
  • ShapeComponent: Renders simple shapes; includes path variant
  • LuaComponent: Links entities to Lua scripts for game logic

Core Systems

  • RenderSystem: Processes all visual components
  • CollisionSystem: Handles collision detection and response
  • ScriptSystem: Executes Lua scripts for entity behavior
  • AssetSystem: Manages loading and caching of game resources

📦 Building

Prerequisites

  • CMake 3.16 or higher
  • C/C++ compiler with C99 and C++11 support
  • LuaJIT (vendored; built automatically)
  • Linux only: OpenGL, GLFW3, GLEW, OpenAL development packages

Build Commands

# Clone the repository
git clone https://github.com/zaun/entity-sprite-engine.git
cd entity-sprite-engine
# Create build directory
mkdir build &&cd build
# Configure and build
cmake ..
make

Platform-Specific Builds

macOS

# Force macOS build (uses Metal rendering)
cmake -DFORCE_PLATFORM_MAC=ON ..
make

Linux

# Force Linux build (uses OpenGL/GLFW)
cmake -DFORCE_PLATFORM_LINUX=ON ..
make

🎮 Getting Started

Running the Example

The examples/simple directory contains a working demo that showcases:

  • Entity creation and component management
  • Sprite rendering and animation
  • Collision detection
  • Tilemap rendering
  • Lua script integration
# From the build directory# macOS (app bundle)
open examples/simple/simple_demo.app
# Linux (executable)cd examples/simple
./simple_demo

Basic Entity Creation

-- Create a new entitylocalplayer=Entity.new()
-- Add a sprite componentlocalsprite_comp=EntityComponentSprite.new()
sprite_comp.sprite="game:player_idle"player.components.add(sprite_comp)
-- Add a collider componentlocalcollider_comp=EntityComponentCollider.new()
collider_comp.rects.add(Rect.new(0, 0, 32, 32))
player.components.add(collider_comp)
-- Add Lua script for behaviorlocalscript_comp=EntityComponentLua.new()
script_comp.script="player.lua"player.components.add(script_comp)

Asset Loading

-- Load sprite atlasifasset_load_atlas("game", "player.json", true) thenprint("Player sprites loaded successfully")
end-- Load map dataifasset_load_map("game", "level.json") thenprint("Level map loaded successfully")
end-- Load and set shadersifasset_load_shader("game", "shaders.glsl") thenset_pipeline("game:vertexShader", "game:fragmentShader")
end

📁 Project Structure

ese/
├── src/
│ ├── core/ # Engine core, asset management
│ ├── entity/ # ECS implementation
│ ├── graphics/ # Rendering and sprite systems
│ ├── platform/ # Platform-specific code (macOS/Linux)
│ ├── scripting/ # Lua engine integration
│ ├── types/ # Core data structures
│ └── utility/ # Helper functions and data structures
├── examples/
│ └── simple/ # Working demo application
├── docs/ # API documentation
└── CMakeLists.txt # Build configuration

🔧 Development

Adding New Components

  1. Create component header and implementation files in src/entity/components/
  2. Implement required component interface functions
  3. Add Lua bindings in the component's Lua integration file
  4. Register the component type in the Lua engine

Platform Abstraction

The engine uses platform-specific implementations for:

  • Window management
  • Rendering (Metal on macOS, OpenGL on Linux)
  • Filesystem operations
  • Time and input handling

Memory Management

  • C-style memory management for engine core
  • Automatic garbage collection for Lua objects
  • Custom memory allocator with safety checks

📚 Documentation

Detailed API documentation is available in the docs/ directory:

  • global.md - Global engine and Lua APIs
  • entity.md and entitycomponent.md - Entity and component system
  • display.md and gui.md - Rendering/display and GUI
  • map.md and mapcell.md - Map and map cell systems
  • point.md, rect.md, vector.md, ray.md, tileset.md, uuid.md - Core types

🤝 Contributing

  1. Fork the repository
  2. Create a feature branch
  3. Make your changes
  4. Add tests if applicable
  5. Submit a pull request

About

A 2D game engine build around entities and an entity component system,

Resources

Stars

1 star

Watchers

0 watching

Forks

Releases

Packages

Contributors

Languages

, '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('^' + ".*" + '
Skip to content

Latest commit

History

139 Commits

Folders and files

NameName
Last commit message
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Repository files navigation

ESE: Entity Sprite Engine

A modern 2D game engine built with C/C++ and Lua scripting, featuring an Entity-Component System (ECS) architecture with cross-platform support for macOS and Linux.

🚀 Features

Core Engine

  • High Performance C/C++ Core: Fast, lightweight engine written in C with C++ extensions for graphics
  • Entity-Component System: Flexible ECS architecture for modular game object design
  • Lua Scripting (LuaJIT): Fast LuaJIT integration for game logic and rapid prototyping
  • Cross-Platform: Native support for macOS (Metal) and Linux (OpenGL/GLFW)

Graphics & Rendering

  • Sprite System: Animated sprites with frame-based animation support
  • Shader Support: Custom GLSL pipeline (glslang/SPIR-V + SPIRV-Cross for Metal) for advanced effects
  • Tilemap Rendering: Efficient tilemap system with support for multiple map types (grid, hexagonal, isometric)
  • Camera System: 2D camera with viewport management
  • Draw Lists: Optimized rendering with z-index depth sorting

Game Systems

  • Collision Detection: Rectangle-based collision system with component integration
  • GUI System: Style-driven GUI primitives and theming
  • HTTP Client: Async HTTP requests exposed to Lua
  • Job Queue: Asynchronous job queue for background work
  • Audio: Platform audio playback (CoreAudio/AudioToolbox on macOS, OpenAL on Linux)
  • Asset Management: Centralized asset loading for textures, sprites, maps, and scripts
  • Input Handling: Cross-platform input state management
  • Memory Management: Custom memory allocator with garbage collection for Lua

Platform Support

  • macOS: Native Metal rendering with Cocoa window management
  • Linux: OpenGL rendering with GLFW window management
  • Asset Loading: Platform-agnostic filesystem abstraction

🏗️ Architecture

Entity-Component System

ESE uses a true ECS architecture where:

  • Entities: Simple containers that hold components
  • Components: Data structures that define entity properties and behaviors
  • Systems: Process entities with specific component combinations

Available Components

  • SpriteComponent: Handles visual rendering and animation
  • ColliderComponent: Manages collision detection and physics
  • MapComponent: Renders tilemaps and world geometry
  • TextComponent: Renders on-screen text
  • ShapeComponent: Renders simple shapes; includes path variant
  • LuaComponent: Links entities to Lua scripts for game logic

Core Systems

  • RenderSystem: Processes all visual components
  • CollisionSystem: Handles collision detection and response
  • ScriptSystem: Executes Lua scripts for entity behavior
  • AssetSystem: Manages loading and caching of game resources

📦 Building

Prerequisites

  • CMake 3.16 or higher
  • C/C++ compiler with C99 and C++11 support
  • LuaJIT (vendored; built automatically)
  • Linux only: OpenGL, GLFW3, GLEW, OpenAL development packages

Build Commands

# Clone the repository
git clone https://github.com/zaun/entity-sprite-engine.git
cd entity-sprite-engine
# Create build directory
mkdir build &&cd build
# Configure and build
cmake ..
make

Platform-Specific Builds

macOS

# Force macOS build (uses Metal rendering)
cmake -DFORCE_PLATFORM_MAC=ON ..
make

Linux

# Force Linux build (uses OpenGL/GLFW)
cmake -DFORCE_PLATFORM_LINUX=ON ..
make

🎮 Getting Started

Running the Example

The examples/simple directory contains a working demo that showcases:

  • Entity creation and component management
  • Sprite rendering and animation
  • Collision detection
  • Tilemap rendering
  • Lua script integration
# From the build directory# macOS (app bundle)
open examples/simple/simple_demo.app
# Linux (executable)cd examples/simple
./simple_demo

Basic Entity Creation

-- Create a new entitylocalplayer=Entity.new()
-- Add a sprite componentlocalsprite_comp=EntityComponentSprite.new()
sprite_comp.sprite="game:player_idle"player.components.add(sprite_comp)
-- Add a collider componentlocalcollider_comp=EntityComponentCollider.new()
collider_comp.rects.add(Rect.new(0, 0, 32, 32))
player.components.add(collider_comp)
-- Add Lua script for behaviorlocalscript_comp=EntityComponentLua.new()
script_comp.script="player.lua"player.components.add(script_comp)

Asset Loading

-- Load sprite atlasifasset_load_atlas("game", "player.json", true) thenprint("Player sprites loaded successfully")
end-- Load map dataifasset_load_map("game", "level.json") thenprint("Level map loaded successfully")
end-- Load and set shadersifasset_load_shader("game", "shaders.glsl") thenset_pipeline("game:vertexShader", "game:fragmentShader")
end

📁 Project Structure

ese/
├── src/
│ ├── core/ # Engine core, asset management
│ ├── entity/ # ECS implementation
│ ├── graphics/ # Rendering and sprite systems
│ ├── platform/ # Platform-specific code (macOS/Linux)
│ ├── scripting/ # Lua engine integration
│ ├── types/ # Core data structures
│ └── utility/ # Helper functions and data structures
├── examples/
│ └── simple/ # Working demo application
├── docs/ # API documentation
└── CMakeLists.txt # Build configuration

🔧 Development

Adding New Components

  1. Create component header and implementation files in src/entity/components/
  2. Implement required component interface functions
  3. Add Lua bindings in the component's Lua integration file
  4. Register the component type in the Lua engine

Platform Abstraction

The engine uses platform-specific implementations for:

  • Window management
  • Rendering (Metal on macOS, OpenGL on Linux)
  • Filesystem operations
  • Time and input handling

Memory Management

  • C-style memory management for engine core
  • Automatic garbage collection for Lua objects
  • Custom memory allocator with safety checks

📚 Documentation

Detailed API documentation is available in the docs/ directory:

  • global.md - Global engine and Lua APIs
  • entity.md and entitycomponent.md - Entity and component system
  • display.md and gui.md - Rendering/display and GUI
  • map.md and mapcell.md - Map and map cell systems
  • point.md, rect.md, vector.md, ray.md, tileset.md, uuid.md - Core types

🤝 Contributing

  1. Fork the repository
  2. Create a feature branch
  3. Make your changes
  4. Add tests if applicable
  5. Submit a pull request

About

A 2D game engine build around entities and an entity component system,

Resources

Stars

1 star

Watchers

0 watching

Forks

Releases

Packages

Contributors

Languages

, '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('^' + ".*" + '
Skip to content

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139 Commits

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ESE: Entity Sprite Engine

A modern 2D game engine built with C/C++ and Lua scripting, featuring an Entity-Component System (ECS) architecture with cross-platform support for macOS and Linux.

🚀 Features

Core Engine

  • High Performance C/C++ Core: Fast, lightweight engine written in C with C++ extensions for graphics
  • Entity-Component System: Flexible ECS architecture for modular game object design
  • Lua Scripting (LuaJIT): Fast LuaJIT integration for game logic and rapid prototyping
  • Cross-Platform: Native support for macOS (Metal) and Linux (OpenGL/GLFW)

Graphics & Rendering

  • Sprite System: Animated sprites with frame-based animation support
  • Shader Support: Custom GLSL pipeline (glslang/SPIR-V + SPIRV-Cross for Metal) for advanced effects
  • Tilemap Rendering: Efficient tilemap system with support for multiple map types (grid, hexagonal, isometric)
  • Camera System: 2D camera with viewport management
  • Draw Lists: Optimized rendering with z-index depth sorting

Game Systems

  • Collision Detection: Rectangle-based collision system with component integration
  • GUI System: Style-driven GUI primitives and theming
  • HTTP Client: Async HTTP requests exposed to Lua
  • Job Queue: Asynchronous job queue for background work
  • Audio: Platform audio playback (CoreAudio/AudioToolbox on macOS, OpenAL on Linux)
  • Asset Management: Centralized asset loading for textures, sprites, maps, and scripts
  • Input Handling: Cross-platform input state management
  • Memory Management: Custom memory allocator with garbage collection for Lua

Platform Support

  • macOS: Native Metal rendering with Cocoa window management
  • Linux: OpenGL rendering with GLFW window management
  • Asset Loading: Platform-agnostic filesystem abstraction

🏗️ Architecture

Entity-Component System

ESE uses a true ECS architecture where:

  • Entities: Simple containers that hold components
  • Components: Data structures that define entity properties and behaviors
  • Systems: Process entities with specific component combinations

Available Components

  • SpriteComponent: Handles visual rendering and animation
  • ColliderComponent: Manages collision detection and physics
  • MapComponent: Renders tilemaps and world geometry
  • TextComponent: Renders on-screen text
  • ShapeComponent: Renders simple shapes; includes path variant
  • LuaComponent: Links entities to Lua scripts for game logic

Core Systems

  • RenderSystem: Processes all visual components
  • CollisionSystem: Handles collision detection and response
  • ScriptSystem: Executes Lua scripts for entity behavior
  • AssetSystem: Manages loading and caching of game resources

📦 Building

Prerequisites

  • CMake 3.16 or higher
  • C/C++ compiler with C99 and C++11 support
  • LuaJIT (vendored; built automatically)
  • Linux only: OpenGL, GLFW3, GLEW, OpenAL development packages

Build Commands

# Clone the repository
git clone https://github.com/zaun/entity-sprite-engine.git
cd entity-sprite-engine
# Create build directory
mkdir build &&cd build
# Configure and build
cmake ..
make

Platform-Specific Builds

macOS

# Force macOS build (uses Metal rendering)
cmake -DFORCE_PLATFORM_MAC=ON ..
make

Linux

# Force Linux build (uses OpenGL/GLFW)
cmake -DFORCE_PLATFORM_LINUX=ON ..
make

🎮 Getting Started

Running the Example

The examples/simple directory contains a working demo that showcases:

  • Entity creation and component management
  • Sprite rendering and animation
  • Collision detection
  • Tilemap rendering
  • Lua script integration
# From the build directory# macOS (app bundle)
open examples/simple/simple_demo.app
# Linux (executable)cd examples/simple
./simple_demo

Basic Entity Creation

-- Create a new entitylocalplayer=Entity.new()
-- Add a sprite componentlocalsprite_comp=EntityComponentSprite.new()
sprite_comp.sprite="game:player_idle"player.components.add(sprite_comp)
-- Add a collider componentlocalcollider_comp=EntityComponentCollider.new()
collider_comp.rects.add(Rect.new(0, 0, 32, 32))
player.components.add(collider_comp)
-- Add Lua script for behaviorlocalscript_comp=EntityComponentLua.new()
script_comp.script="player.lua"player.components.add(script_comp)

Asset Loading

-- Load sprite atlasifasset_load_atlas("game", "player.json", true) thenprint("Player sprites loaded successfully")
end-- Load map dataifasset_load_map("game", "level.json") thenprint("Level map loaded successfully")
end-- Load and set shadersifasset_load_shader("game", "shaders.glsl") thenset_pipeline("game:vertexShader", "game:fragmentShader")
end

📁 Project Structure

ese/
├── src/
│ ├── core/ # Engine core, asset management
│ ├── entity/ # ECS implementation
│ ├── graphics/ # Rendering and sprite systems
│ ├── platform/ # Platform-specific code (macOS/Linux)
│ ├── scripting/ # Lua engine integration
│ ├── types/ # Core data structures
│ └── utility/ # Helper functions and data structures
├── examples/
│ └── simple/ # Working demo application
├── docs/ # API documentation
└── CMakeLists.txt # Build configuration

🔧 Development

Adding New Components

  1. Create component header and implementation files in src/entity/components/
  2. Implement required component interface functions
  3. Add Lua bindings in the component's Lua integration file
  4. Register the component type in the Lua engine

Platform Abstraction

The engine uses platform-specific implementations for:

  • Window management
  • Rendering (Metal on macOS, OpenGL on Linux)
  • Filesystem operations
  • Time and input handling

Memory Management

  • C-style memory management for engine core
  • Automatic garbage collection for Lua objects
  • Custom memory allocator with safety checks

📚 Documentation

Detailed API documentation is available in the docs/ directory:

  • global.md - Global engine and Lua APIs
  • entity.md and entitycomponent.md - Entity and component system
  • display.md and gui.md - Rendering/display and GUI
  • map.md and mapcell.md - Map and map cell systems
  • point.md, rect.md, vector.md, ray.md, tileset.md, uuid.md - Core types

🤝 Contributing

  1. Fork the repository
  2. Create a feature branch
  3. Make your changes
  4. Add tests if applicable
  5. Submit a pull request

About

A 2D game engine build around entities and an entity component system,

Resources

Stars

1 star

Watchers

0 watching

Forks

Releases

Packages

Contributors

Languages

, '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" + '
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ESE: Entity Sprite Engine

A modern 2D game engine built with C/C++ and Lua scripting, featuring an Entity-Component System (ECS) architecture with cross-platform support for macOS and Linux.

🚀 Features

Core Engine

  • High Performance C/C++ Core: Fast, lightweight engine written in C with C++ extensions for graphics
  • Entity-Component System: Flexible ECS architecture for modular game object design
  • Lua Scripting (LuaJIT): Fast LuaJIT integration for game logic and rapid prototyping
  • Cross-Platform: Native support for macOS (Metal) and Linux (OpenGL/GLFW)

Graphics & Rendering

  • Sprite System: Animated sprites with frame-based animation support
  • Shader Support: Custom GLSL pipeline (glslang/SPIR-V + SPIRV-Cross for Metal) for advanced effects
  • Tilemap Rendering: Efficient tilemap system with support for multiple map types (grid, hexagonal, isometric)
  • Camera System: 2D camera with viewport management
  • Draw Lists: Optimized rendering with z-index depth sorting

Game Systems

  • Collision Detection: Rectangle-based collision system with component integration
  • GUI System: Style-driven GUI primitives and theming
  • HTTP Client: Async HTTP requests exposed to Lua
  • Job Queue: Asynchronous job queue for background work
  • Audio: Platform audio playback (CoreAudio/AudioToolbox on macOS, OpenAL on Linux)
  • Asset Management: Centralized asset loading for textures, sprites, maps, and scripts
  • Input Handling: Cross-platform input state management
  • Memory Management: Custom memory allocator with garbage collection for Lua

Platform Support

  • macOS: Native Metal rendering with Cocoa window management
  • Linux: OpenGL rendering with GLFW window management
  • Asset Loading: Platform-agnostic filesystem abstraction

🏗️ Architecture

Entity-Component System

ESE uses a true ECS architecture where:

  • Entities: Simple containers that hold components
  • Components: Data structures that define entity properties and behaviors
  • Systems: Process entities with specific component combinations

Available Components

  • SpriteComponent: Handles visual rendering and animation
  • ColliderComponent: Manages collision detection and physics
  • MapComponent: Renders tilemaps and world geometry
  • TextComponent: Renders on-screen text
  • ShapeComponent: Renders simple shapes; includes path variant
  • LuaComponent: Links entities to Lua scripts for game logic

Core Systems

  • RenderSystem: Processes all visual components
  • CollisionSystem: Handles collision detection and response
  • ScriptSystem: Executes Lua scripts for entity behavior
  • AssetSystem: Manages loading and caching of game resources

📦 Building

Prerequisites

  • CMake 3.16 or higher
  • C/C++ compiler with C99 and C++11 support
  • LuaJIT (vendored; built automatically)
  • Linux only: OpenGL, GLFW3, GLEW, OpenAL development packages

Build Commands

# Clone the repository
git clone https://github.com/zaun/entity-sprite-engine.git
cd entity-sprite-engine
# Create build directory
mkdir build &&cd build
# Configure and build
cmake ..
make

Platform-Specific Builds

macOS

# Force macOS build (uses Metal rendering)
cmake -DFORCE_PLATFORM_MAC=ON ..
make

Linux

# Force Linux build (uses OpenGL/GLFW)
cmake -DFORCE_PLATFORM_LINUX=ON ..
make

🎮 Getting Started

Running the Example

The examples/simple directory contains a working demo that showcases:

  • Entity creation and component management
  • Sprite rendering and animation
  • Collision detection
  • Tilemap rendering
  • Lua script integration
# From the build directory# macOS (app bundle)
open examples/simple/simple_demo.app
# Linux (executable)cd examples/simple
./simple_demo

Basic Entity Creation

-- Create a new entitylocalplayer=Entity.new()
-- Add a sprite componentlocalsprite_comp=EntityComponentSprite.new()
sprite_comp.sprite="game:player_idle"player.components.add(sprite_comp)
-- Add a collider componentlocalcollider_comp=EntityComponentCollider.new()
collider_comp.rects.add(Rect.new(0, 0, 32, 32))
player.components.add(collider_comp)
-- Add Lua script for behaviorlocalscript_comp=EntityComponentLua.new()
script_comp.script="player.lua"player.components.add(script_comp)

Asset Loading

-- Load sprite atlasifasset_load_atlas("game", "player.json", true) thenprint("Player sprites loaded successfully")
end-- Load map dataifasset_load_map("game", "level.json") thenprint("Level map loaded successfully")
end-- Load and set shadersifasset_load_shader("game", "shaders.glsl") thenset_pipeline("game:vertexShader", "game:fragmentShader")
end

📁 Project Structure

ese/
├── src/
│ ├── core/ # Engine core, asset management
│ ├── entity/ # ECS implementation
│ ├── graphics/ # Rendering and sprite systems
│ ├── platform/ # Platform-specific code (macOS/Linux)
│ ├── scripting/ # Lua engine integration
│ ├── types/ # Core data structures
│ └── utility/ # Helper functions and data structures
├── examples/
│ └── simple/ # Working demo application
├── docs/ # API documentation
└── CMakeLists.txt # Build configuration

🔧 Development

Adding New Components

  1. Create component header and implementation files in src/entity/components/
  2. Implement required component interface functions
  3. Add Lua bindings in the component's Lua integration file
  4. Register the component type in the Lua engine

Platform Abstraction

The engine uses platform-specific implementations for:

  • Window management
  • Rendering (Metal on macOS, OpenGL on Linux)
  • Filesystem operations
  • Time and input handling

Memory Management

  • C-style memory management for engine core
  • Automatic garbage collection for Lua objects
  • Custom memory allocator with safety checks

📚 Documentation

Detailed API documentation is available in the docs/ directory:

  • global.md - Global engine and Lua APIs
  • entity.md and entitycomponent.md - Entity and component system
  • display.md and gui.md - Rendering/display and GUI
  • map.md and mapcell.md - Map and map cell systems
  • point.md, rect.md, vector.md, ray.md, tileset.md, uuid.md - Core types

🤝 Contributing

  1. Fork the repository
  2. Create a feature branch
  3. Make your changes
  4. Add tests if applicable
  5. Submit a pull request

About

A 2D game engine build around entities and an entity component system,

Resources

Stars

1 star

Watchers

0 watching

Forks

Releases

Packages

Contributors

Languages

, '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

Latest commit

History

139 Commits

Folders and files

NameName
Last commit message
Last commit date

Repository files navigation

ESE: Entity Sprite Engine

A modern 2D game engine built with C/C++ and Lua scripting, featuring an Entity-Component System (ECS) architecture with cross-platform support for macOS and Linux.

🚀 Features

Core Engine

  • High Performance C/C++ Core: Fast, lightweight engine written in C with C++ extensions for graphics
  • Entity-Component System: Flexible ECS architecture for modular game object design
  • Lua Scripting (LuaJIT): Fast LuaJIT integration for game logic and rapid prototyping
  • Cross-Platform: Native support for macOS (Metal) and Linux (OpenGL/GLFW)

Graphics & Rendering

  • Sprite System: Animated sprites with frame-based animation support
  • Shader Support: Custom GLSL pipeline (glslang/SPIR-V + SPIRV-Cross for Metal) for advanced effects
  • Tilemap Rendering: Efficient tilemap system with support for multiple map types (grid, hexagonal, isometric)
  • Camera System: 2D camera with viewport management
  • Draw Lists: Optimized rendering with z-index depth sorting

Game Systems

  • Collision Detection: Rectangle-based collision system with component integration
  • GUI System: Style-driven GUI primitives and theming
  • HTTP Client: Async HTTP requests exposed to Lua
  • Job Queue: Asynchronous job queue for background work
  • Audio: Platform audio playback (CoreAudio/AudioToolbox on macOS, OpenAL on Linux)
  • Asset Management: Centralized asset loading for textures, sprites, maps, and scripts
  • Input Handling: Cross-platform input state management
  • Memory Management: Custom memory allocator with garbage collection for Lua

Platform Support

  • macOS: Native Metal rendering with Cocoa window management
  • Linux: OpenGL rendering with GLFW window management
  • Asset Loading: Platform-agnostic filesystem abstraction

🏗️ Architecture

Entity-Component System

ESE uses a true ECS architecture where:

  • Entities: Simple containers that hold components
  • Components: Data structures that define entity properties and behaviors
  • Systems: Process entities with specific component combinations

Available Components

  • SpriteComponent: Handles visual rendering and animation
  • ColliderComponent: Manages collision detection and physics
  • MapComponent: Renders tilemaps and world geometry
  • TextComponent: Renders on-screen text
  • ShapeComponent: Renders simple shapes; includes path variant
  • LuaComponent: Links entities to Lua scripts for game logic

Core Systems

  • RenderSystem: Processes all visual components
  • CollisionSystem: Handles collision detection and response
  • ScriptSystem: Executes Lua scripts for entity behavior
  • AssetSystem: Manages loading and caching of game resources

📦 Building

Prerequisites

  • CMake 3.16 or higher
  • C/C++ compiler with C99 and C++11 support
  • LuaJIT (vendored; built automatically)
  • Linux only: OpenGL, GLFW3, GLEW, OpenAL development packages

Build Commands

# Clone the repository
git clone https://github.com/zaun/entity-sprite-engine.git
cd entity-sprite-engine
# Create build directory
mkdir build &&cd build
# Configure and build
cmake ..
make

Platform-Specific Builds

macOS

# Force macOS build (uses Metal rendering)
cmake -DFORCE_PLATFORM_MAC=ON ..
make

Linux

# Force Linux build (uses OpenGL/GLFW)
cmake -DFORCE_PLATFORM_LINUX=ON ..
make

🎮 Getting Started

Running the Example

The examples/simple directory contains a working demo that showcases:

  • Entity creation and component management
  • Sprite rendering and animation
  • Collision detection
  • Tilemap rendering
  • Lua script integration
# From the build directory# macOS (app bundle)
open examples/simple/simple_demo.app
# Linux (executable)cd examples/simple
./simple_demo

Basic Entity Creation

-- Create a new entitylocalplayer=Entity.new()
-- Add a sprite componentlocalsprite_comp=EntityComponentSprite.new()
sprite_comp.sprite="game:player_idle"player.components.add(sprite_comp)
-- Add a collider componentlocalcollider_comp=EntityComponentCollider.new()
collider_comp.rects.add(Rect.new(0, 0, 32, 32))
player.components.add(collider_comp)
-- Add Lua script for behaviorlocalscript_comp=EntityComponentLua.new()
script_comp.script="player.lua"player.components.add(script_comp)

Asset Loading

-- Load sprite atlasifasset_load_atlas("game", "player.json", true) thenprint("Player sprites loaded successfully")
end-- Load map dataifasset_load_map("game", "level.json") thenprint("Level map loaded successfully")
end-- Load and set shadersifasset_load_shader("game", "shaders.glsl") thenset_pipeline("game:vertexShader", "game:fragmentShader")
end

📁 Project Structure

ese/
├── src/
│ ├── core/ # Engine core, asset management
│ ├── entity/ # ECS implementation
│ ├── graphics/ # Rendering and sprite systems
│ ├── platform/ # Platform-specific code (macOS/Linux)
│ ├── scripting/ # Lua engine integration
│ ├── types/ # Core data structures
│ └── utility/ # Helper functions and data structures
├── examples/
│ └── simple/ # Working demo application
├── docs/ # API documentation
└── CMakeLists.txt # Build configuration

🔧 Development

Adding New Components

  1. Create component header and implementation files in src/entity/components/
  2. Implement required component interface functions
  3. Add Lua bindings in the component's Lua integration file
  4. Register the component type in the Lua engine

Platform Abstraction

The engine uses platform-specific implementations for:

  • Window management
  • Rendering (Metal on macOS, OpenGL on Linux)
  • Filesystem operations
  • Time and input handling

Memory Management

  • C-style memory management for engine core
  • Automatic garbage collection for Lua objects
  • Custom memory allocator with safety checks

📚 Documentation

Detailed API documentation is available in the docs/ directory:

  • global.md - Global engine and Lua APIs
  • entity.md and entitycomponent.md - Entity and component system
  • display.md and gui.md - Rendering/display and GUI
  • map.md and mapcell.md - Map and map cell systems
  • point.md, rect.md, vector.md, ray.md, tileset.md, uuid.md - Core types

🤝 Contributing

  1. Fork the repository
  2. Create a feature branch
  3. Make your changes
  4. Add tests if applicable
  5. Submit a pull request

About

A 2D game engine build around entities and an entity component system,

Resources

Stars

1 star

Watchers

0 watching

Forks

Releases

Packages

Contributors

Languages

, '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

Latest commit

History

139 Commits

Folders and files

NameName
Last commit message
Last commit date

Repository files navigation

ESE: Entity Sprite Engine

A modern 2D game engine built with C/C++ and Lua scripting, featuring an Entity-Component System (ECS) architecture with cross-platform support for macOS and Linux.

🚀 Features

Core Engine

  • High Performance C/C++ Core: Fast, lightweight engine written in C with C++ extensions for graphics
  • Entity-Component System: Flexible ECS architecture for modular game object design
  • Lua Scripting (LuaJIT): Fast LuaJIT integration for game logic and rapid prototyping
  • Cross-Platform: Native support for macOS (Metal) and Linux (OpenGL/GLFW)

Graphics & Rendering

  • Sprite System: Animated sprites with frame-based animation support
  • Shader Support: Custom GLSL pipeline (glslang/SPIR-V + SPIRV-Cross for Metal) for advanced effects
  • Tilemap Rendering: Efficient tilemap system with support for multiple map types (grid, hexagonal, isometric)
  • Camera System: 2D camera with viewport management
  • Draw Lists: Optimized rendering with z-index depth sorting

Game Systems

  • Collision Detection: Rectangle-based collision system with component integration
  • GUI System: Style-driven GUI primitives and theming
  • HTTP Client: Async HTTP requests exposed to Lua
  • Job Queue: Asynchronous job queue for background work
  • Audio: Platform audio playback (CoreAudio/AudioToolbox on macOS, OpenAL on Linux)
  • Asset Management: Centralized asset loading for textures, sprites, maps, and scripts
  • Input Handling: Cross-platform input state management
  • Memory Management: Custom memory allocator with garbage collection for Lua

Platform Support

  • macOS: Native Metal rendering with Cocoa window management
  • Linux: OpenGL rendering with GLFW window management
  • Asset Loading: Platform-agnostic filesystem abstraction

🏗️ Architecture

Entity-Component System

ESE uses a true ECS architecture where:

  • Entities: Simple containers that hold components
  • Components: Data structures that define entity properties and behaviors
  • Systems: Process entities with specific component combinations

Available Components

  • SpriteComponent: Handles visual rendering and animation
  • ColliderComponent: Manages collision detection and physics
  • MapComponent: Renders tilemaps and world geometry
  • TextComponent: Renders on-screen text
  • ShapeComponent: Renders simple shapes; includes path variant
  • LuaComponent: Links entities to Lua scripts for game logic

Core Systems

  • RenderSystem: Processes all visual components
  • CollisionSystem: Handles collision detection and response
  • ScriptSystem: Executes Lua scripts for entity behavior
  • AssetSystem: Manages loading and caching of game resources

📦 Building

Prerequisites

  • CMake 3.16 or higher
  • C/C++ compiler with C99 and C++11 support
  • LuaJIT (vendored; built automatically)
  • Linux only: OpenGL, GLFW3, GLEW, OpenAL development packages

Build Commands

# Clone the repository
git clone https://github.com/zaun/entity-sprite-engine.git
cd entity-sprite-engine
# Create build directory
mkdir build &&cd build
# Configure and build
cmake ..
make

Platform-Specific Builds

macOS

# Force macOS build (uses Metal rendering)
cmake -DFORCE_PLATFORM_MAC=ON ..
make

Linux

# Force Linux build (uses OpenGL/GLFW)
cmake -DFORCE_PLATFORM_LINUX=ON ..
make

🎮 Getting Started

Running the Example

The examples/simple directory contains a working demo that showcases:

  • Entity creation and component management
  • Sprite rendering and animation
  • Collision detection
  • Tilemap rendering
  • Lua script integration
# From the build directory# macOS (app bundle)
open examples/simple/simple_demo.app
# Linux (executable)cd examples/simple
./simple_demo

Basic Entity Creation

-- Create a new entitylocalplayer=Entity.new()
-- Add a sprite componentlocalsprite_comp=EntityComponentSprite.new()
sprite_comp.sprite="game:player_idle"player.components.add(sprite_comp)
-- Add a collider componentlocalcollider_comp=EntityComponentCollider.new()
collider_comp.rects.add(Rect.new(0, 0, 32, 32))
player.components.add(collider_comp)
-- Add Lua script for behaviorlocalscript_comp=EntityComponentLua.new()
script_comp.script="player.lua"player.components.add(script_comp)

Asset Loading

-- Load sprite atlasifasset_load_atlas("game", "player.json", true) thenprint("Player sprites loaded successfully")
end-- Load map dataifasset_load_map("game", "level.json") thenprint("Level map loaded successfully")
end-- Load and set shadersifasset_load_shader("game", "shaders.glsl") thenset_pipeline("game:vertexShader", "game:fragmentShader")
end

📁 Project Structure

ese/
├── src/
│ ├── core/ # Engine core, asset management
│ ├── entity/ # ECS implementation
│ ├── graphics/ # Rendering and sprite systems
│ ├── platform/ # Platform-specific code (macOS/Linux)
│ ├── scripting/ # Lua engine integration
│ ├── types/ # Core data structures
│ └── utility/ # Helper functions and data structures
├── examples/
│ └── simple/ # Working demo application
├── docs/ # API documentation
└── CMakeLists.txt # Build configuration

🔧 Development

Adding New Components

  1. Create component header and implementation files in src/entity/components/
  2. Implement required component interface functions
  3. Add Lua bindings in the component's Lua integration file
  4. Register the component type in the Lua engine

Platform Abstraction

The engine uses platform-specific implementations for:

  • Window management
  • Rendering (Metal on macOS, OpenGL on Linux)
  • Filesystem operations
  • Time and input handling

Memory Management

  • C-style memory management for engine core
  • Automatic garbage collection for Lua objects
  • Custom memory allocator with safety checks

📚 Documentation

Detailed API documentation is available in the docs/ directory:

  • global.md - Global engine and Lua APIs
  • entity.md and entitycomponent.md - Entity and component system
  • display.md and gui.md - Rendering/display and GUI
  • map.md and mapcell.md - Map and map cell systems
  • point.md, rect.md, vector.md, ray.md, tileset.md, uuid.md - Core types

🤝 Contributing

  1. Fork the repository
  2. Create a feature branch
  3. Make your changes
  4. Add tests if applicable
  5. Submit a pull request

About

A 2D game engine build around entities and an entity component system,

Resources

Stars

1 star

Watchers

0 watching

Forks

Releases

Packages

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ESE: Entity Sprite Engine

A modern 2D game engine built with C/C++ and Lua scripting, featuring an Entity-Component System (ECS) architecture with cross-platform support for macOS and Linux.

🚀 Features

Core Engine

  • High Performance C/C++ Core: Fast, lightweight engine written in C with C++ extensions for graphics
  • Entity-Component System: Flexible ECS architecture for modular game object design
  • Lua Scripting (LuaJIT): Fast LuaJIT integration for game logic and rapid prototyping
  • Cross-Platform: Native support for macOS (Metal) and Linux (OpenGL/GLFW)

Graphics & Rendering

  • Sprite System: Animated sprites with frame-based animation support
  • Shader Support: Custom GLSL pipeline (glslang/SPIR-V + SPIRV-Cross for Metal) for advanced effects
  • Tilemap Rendering: Efficient tilemap system with support for multiple map types (grid, hexagonal, isometric)
  • Camera System: 2D camera with viewport management
  • Draw Lists: Optimized rendering with z-index depth sorting

Game Systems

  • Collision Detection: Rectangle-based collision system with component integration
  • GUI System: Style-driven GUI primitives and theming
  • HTTP Client: Async HTTP requests exposed to Lua
  • Job Queue: Asynchronous job queue for background work
  • Audio: Platform audio playback (CoreAudio/AudioToolbox on macOS, OpenAL on Linux)
  • Asset Management: Centralized asset loading for textures, sprites, maps, and scripts
  • Input Handling: Cross-platform input state management
  • Memory Management: Custom memory allocator with garbage collection for Lua

Platform Support

  • macOS: Native Metal rendering with Cocoa window management
  • Linux: OpenGL rendering with GLFW window management
  • Asset Loading: Platform-agnostic filesystem abstraction

🏗️ Architecture

Entity-Component System

ESE uses a true ECS architecture where:

  • Entities: Simple containers that hold components
  • Components: Data structures that define entity properties and behaviors
  • Systems: Process entities with specific component combinations

Available Components

  • SpriteComponent: Handles visual rendering and animation
  • ColliderComponent: Manages collision detection and physics
  • MapComponent: Renders tilemaps and world geometry
  • TextComponent: Renders on-screen text
  • ShapeComponent: Renders simple shapes; includes path variant
  • LuaComponent: Links entities to Lua scripts for game logic

Core Systems

  • RenderSystem: Processes all visual components
  • CollisionSystem: Handles collision detection and response
  • ScriptSystem: Executes Lua scripts for entity behavior
  • AssetSystem: Manages loading and caching of game resources

📦 Building

Prerequisites

  • CMake 3.16 or higher
  • C/C++ compiler with C99 and C++11 support
  • LuaJIT (vendored; built automatically)
  • Linux only: OpenGL, GLFW3, GLEW, OpenAL development packages

Build Commands

# Clone the repository
git clone https://github.com/zaun/entity-sprite-engine.git
cd entity-sprite-engine
# Create build directory
mkdir build &&cd build
# Configure and build
cmake ..
make

Platform-Specific Builds

macOS

# Force macOS build (uses Metal rendering)
cmake -DFORCE_PLATFORM_MAC=ON ..
make

Linux

# Force Linux build (uses OpenGL/GLFW)
cmake -DFORCE_PLATFORM_LINUX=ON ..
make

🎮 Getting Started

Running the Example

The examples/simple directory contains a working demo that showcases:

  • Entity creation and component management
  • Sprite rendering and animation
  • Collision detection
  • Tilemap rendering
  • Lua script integration
# From the build directory# macOS (app bundle)
open examples/simple/simple_demo.app
# Linux (executable)cd examples/simple
./simple_demo

Basic Entity Creation

-- Create a new entitylocalplayer=Entity.new()
-- Add a sprite componentlocalsprite_comp=EntityComponentSprite.new()
sprite_comp.sprite="game:player_idle"player.components.add(sprite_comp)
-- Add a collider componentlocalcollider_comp=EntityComponentCollider.new()
collider_comp.rects.add(Rect.new(0, 0, 32, 32))
player.components.add(collider_comp)
-- Add Lua script for behaviorlocalscript_comp=EntityComponentLua.new()
script_comp.script="player.lua"player.components.add(script_comp)

Asset Loading

-- Load sprite atlasifasset_load_atlas("game", "player.json", true) thenprint("Player sprites loaded successfully")
end-- Load map dataifasset_load_map("game", "level.json") thenprint("Level map loaded successfully")
end-- Load and set shadersifasset_load_shader("game", "shaders.glsl") thenset_pipeline("game:vertexShader", "game:fragmentShader")
end

📁 Project Structure

ese/
├── src/
│ ├── core/ # Engine core, asset management
│ ├── entity/ # ECS implementation
│ ├── graphics/ # Rendering and sprite systems
│ ├── platform/ # Platform-specific code (macOS/Linux)
│ ├── scripting/ # Lua engine integration
│ ├── types/ # Core data structures
│ └── utility/ # Helper functions and data structures
├── examples/
│ └── simple/ # Working demo application
├── docs/ # API documentation
└── CMakeLists.txt # Build configuration

🔧 Development

Adding New Components

  1. Create component header and implementation files in src/entity/components/
  2. Implement required component interface functions
  3. Add Lua bindings in the component's Lua integration file
  4. Register the component type in the Lua engine

Platform Abstraction

The engine uses platform-specific implementations for:

  • Window management
  • Rendering (Metal on macOS, OpenGL on Linux)
  • Filesystem operations
  • Time and input handling

Memory Management

  • C-style memory management for engine core
  • Automatic garbage collection for Lua objects
  • Custom memory allocator with safety checks

📚 Documentation

Detailed API documentation is available in the docs/ directory:

  • global.md - Global engine and Lua APIs
  • entity.md and entitycomponent.md - Entity and component system
  • display.md and gui.md - Rendering/display and GUI
  • map.md and mapcell.md - Map and map cell systems
  • point.md, rect.md, vector.md, ray.md, tileset.md, uuid.md - Core types

🤝 Contributing

  1. Fork the repository
  2. Create a feature branch
  3. Make your changes
  4. Add tests if applicable
  5. Submit a pull request

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A 2D game engine build around entities and an entity component system,

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