Prototype a small 3D game scene with a visual editor instead of writing all rendering code by hand.
Study an example of an Entity Component System, physics, and Lua scripting wired together in a C++ game engine.
Export a built scene into a standalone Windows game executable.
| rwusmm-dc/4x11engine | achanana/mavsdk | alange/llama.cpp | |
|---|---|---|---|
| Stars | 0 | — | 0 |
| Language | C++ | C++ | C++ |
| Last pushed | — | 2024-05-20 | — |
| Maintenance | — | Dormant | — |
| Setup difficulty | hard | moderate | moderate |
| Complexity | 4/5 | 4/5 | 4/5 |
| Audience | developer | developer | developer |
Figures from each repo's GitHub metadata at analysis time.
Windows only, requires Visual Studio or MinGW-w64 plus the DirectX/Windows SDK and DirectXMath.
4x11Engine is a lightweight game engine and editor built as an experiment in AI-assisted software development, meaning most of the code was written with the help of AI tools rather than by hand. It is written in C++ and supports Direct3D 10 and 11, the graphics technologies used for rendering 3D scenes on Windows. The engine ships with a built-in editor that lets you build and manage a game scene visually. You can create objects like cubes, spheres, lights, and cameras from a hierarchy panel, edit their properties such as position, color, and physics settings, and move or rotate them with an on-screen gizmo tool. A performance window shows frame rate, draw calls, and other statistics while you work. Under the hood, the engine uses an Entity Component System, a common way of structuring game objects and their behavior, along with a simple physics system for collisions, frustum culling to skip rendering objects the camera cannot see, and a dynamic sky system that simulates a sun moving through the day. Games can be scripted using a Lua-based language called 4xLang, which exposes commands for controlling entities, lights, cameras, input, and timing directly from script files. Once a scene is finished, the editor can export it into a standalone executable that packages the game along with all of its data, so it can run without the editor. Building the engine requires Windows, along with either MinGW-w64 or Visual Studio, the DirectX or Windows SDK, and a DirectXMath library if using certain compilers. A build script compiles both the editor and a separate game launcher. The author describes the project plainly as an early, alpha-stage experiment, not yet ready for real world use, but usable for demos and learning. It is released under the MIT License, and the author notes it should be used at your own risk.
4x11Engine is a C++ game engine and visual editor for Direct3D 10/11, built as an AI-assisted coding experiment, with an Entity Component System, physics, Lua scripting, and a standalone game exporter.
Mainly C++. The stack also includes C++, DirectX 10/11, Lua.
Provided as MIT-licensed, alpha-stage, use-at-your-own-risk software, free to use, modify, and distribute including commercially.
Setup difficulty is rated hard, with roughly 1h+ to a first successful run.
Mainly developer.
This repo across BitVibe Labs
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