Qor
Copyright (c) 2014 Grady O'Connell
2D/3D OpenGL Game Engine (C++11 w/ Python scripting)
Status: Hobby project, still tinkering
This is a rewrite of my older game engine.
Instructions
- My C++11 common toolset, kit, is required.
- premake4.lua contains a list of libraries you will need.
- Build Qor with premake4.
- siege-tools is recommended.
- Example mods and scripts will be available soon in a separate repository.
Features
- Cross-platform
- Multi-threaded (more improvements here soon)
- Multi-layer tilemap system for 2D games
- Compatible with Tiled map editor
- OpenGL ES-compatible shader-based pipeline
- Normal GL stuff like antialiasing, anisotropic filtering
- Forward rendering w/ multipass lighting
- Partitioner support (WIP)
- C++ and Python mod support
- Shared resource management
- Animating Sprites
- Resource path finding management
- Basic create() function for all types
- Json config for more complex resources
- Config-based type-resolution and subresources
- Cache garbage collection
- Composite resource suport (resources loading other resources through cache)
- User-defined resources
- Texture streaming support (Not in yet, but supported by resource cache)
- 3D Scene graph
- World matrix transform caching
- Tracking/following w/ animation support
- Node factory supporting user classes
- Node tags
- State stack
- User-defined states
- Async loading screens
- thread-safe OpenGL task handler
- Mesh support
- Mesh copy-on-write vertex and shader attribute modifications
- Basic instancing (WIP)
- Input
- Multiple controllers
- Bindings specific to player profile
- Button/switch-associated events
- Switch history for timer-based events and multiple fast presses
- Activation thresholds
- Animation (code moved to kit)
- Timer-based keyframes
- Interpolation/Easing
- Callback scheduling
- Music and 3D Sound
- Powered by OpenAL
- Wav and Ogg support
- Thread-safe
- Cairo Render-To-Texture
- Pango Font and Text Rendering
More features will be listed as I add them...
Screenshots
Examples
Credits
All engine source, (and that of prior versions), is my own work. The siege-tools build system and header-only kit library is also my own original work. The other libraries used, such as boost, glm, SDL, etc. are all property of their respective owners. Check the licenses of these libraries for details.
Graphics resources used in demos, screenshots, and videos, were contributed by: Mark "Alfred" McDaniel
There are a few minor exceptions, such as the Qor logo, which I did myself.



Log in or sign up for Devpost to join the conversation.