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i6engine

Welcome to i6engine!

i6engine is a collection of lightweight libraries to solve common tasks. We designed it to be used when you don't want to write the code by yourself and don't need some odd features.

Features

General

  • Full source code access
  • Frequent minor updates and roadmap for next minor and major releases

Platforms and API

  • Runs on Windows and Linux
  • Builds with various C++11 compilers such as MSVC 13, gcc 4.9+ and clang 3
  • Easy to use and well documented API hiding the multithreaded subsystems
  • Tools also working on Linux and Windows

Subsystems

  • Audio (OpenAL Soft)
  • Graphic (Ogre3D)
  • GUI (CEGUI)
  • Input (OIS)
  • Physic (bullet)
  • Network (m2etis)
  • Scripting (lua or python)

Objects

  • Component based object system
  • Add a new Component to your GameObject to add functionality instead of inheritance

Network

  • Powerful network library using publish subscribe mechanics
  • Different configurations possible depending on requirements (speed, consistency, scalability)

Scripting

  • Complete API support for lua and python

Samples

  • Many samples showing different features implemented using i6engine
  • Example games for different genres showing how to create with the engine and can be used as base
  • Currently available sample games: RPG

Platforms

i6engine has been tested on:

  • Linux
  • Windows

Requirements

i6engine has nearly no requirements. We use CMake (2.8+) for the build system and a C++11 capable compiler such as g++ 4.9 or Visual Studio 13 (or higher).

Documentation

The doxygen documentation can be found on our homepage: http://clockwork-origins.de/en/i6engine/docu

Building from source

LINUX

  • First of all, build all the dependencies. This will take some time.
  • There are several build-scripts, but build-dependencies.sh will run them all
  • You can run the scripts individually, e.g. if you want to rebuild 1 library, but be careful
  • some libraries depends on others (read comments in build-dependencies)

cd dependencies

./build-dependencies.sh

  • Go back to the main directory, run cmake with the appropriate options (see infos below) and finally make

cd ..

cmake .

make

  • now, you'll find the executables in the bin subdirectory and can run it
  • That's all

WINDOWS

  • First of all, build all the dependencies. This will take some time.
  • There are several build-scripts, but build-dependencies.bat will run them all
  • You can run the scripts individually, e.g. if you want to rebuild 1 library, but be careful
  • some libraries depends on others (read comments in build-dependencies)
  • build-dependencies.bat and the other build scripts require three tools:
  • WinRAR.exe (specify path in build-common.bat)
  • cmake (has to be in path)
  • Visual Studio
  • If all these programs are installed, you start the Visual Studio command line
  • (e.g. Start => All programs => Visual Studio => Visual Studio tools => VS2013 x86 Native Tools)
  • and move to i6engine directory. Then just follow the next steps:

cd dependencies

build-dependencies.bat

  • Go back to the main directory, run cmake with the appropriate options (see infos below) and you get your Visual Studio project

cd ..

cmake .

  • now you find a i6engine.sln file you can open in Visual Studio. You can compile it using F7. After this, all library files
  • and the executables are in the bin subdirectory and you can run it
  • That's all

Contributing Code

We welcome patches. We will set up a Contributor Agreement soon to take care of the legal aspect of contributions.