Releases: DXPower/Fastboi
Releases · DXPower/Fastboi
Alpha release 0.1.0 - "Sea Turtle"
The first version of the Fastboi game engine is complete with version 0.1.0 "Sea Turtle"!
The current features are:
- Compile-time components with no inheritance!
Start()andUpdate()functions are automatically detected and called. - Simple rendering: There are several rendering functions provided out of the box, as well as several
Renderercomponents such asSpriteRenderer,WireframeRenderer, and more. - Easy convex collision detection: You can add any
Shapeclass to yourTransform, define your convex vertices, and Fastboi will automatically throw it into the collision calculation soup. - Type safe collisions layers: You can mask how objects collide using the
CollisionMaskand it's type safeCollisionLayerenum. Many of these calculates are resolved at compile time! - Worry-free duplication: Smart Gameobject references
GORefallow duplication via the component's copy constructor, and the GORef will automatically be updated! - Type safe degrees/radians: With the magic of C++20, you can now do
3.14_rad + 50_degand not worry about conversion at all - Nano Signals and Slots: A very lightweight and easy to use signals and slots implementation is included and core to Fastboi.
- Easy key/mouse listeners: There are multiple listeners provided that allow you to have RAII-guarded listening capabilities for player input
- SoLoud Sound: A fire-and-forget sound library extended with a
Speakercomponent that provides multiple panning functionalities to move sound all over the screen.
Included in the box is a remake of the first level of Atari Adventure.