C++ A lightweight game engine written in modern C++
Halley Game Engine
A lightweight game engine written in C++14. It has been used to ship Wargroove, a turn-based strategy game, on Windows, Mac (experimental), Nintendo Switch and Xbox One (soon PS4!).
The Halley Game Engine is licensed under the Apache 2.0 license.
Make sure to check out the Halley-template repository for a blank sample.
Design guidelines & objectives
Modern graphics pipelines, with first-class shader support
Written in modern C++
"True" entity system based, with components that store data and systems that operate on families of components
Tuned for high performance
Code-first: no reliance on editor to generate anything
Easy to use: games should be easy to implement
Easy to maintain: games should be easy to keep working on long-term, after it has grown to a large project size
Cross-platform: support as many platforms as possible
No legacy: don't bother supporting legacy systems, such as Windows XP or older Android/iOS devices
Rich tools: where possible, provide tools to assist in development and debugging
Fast iteration time: hot-reloading wherever possible
Support scripting in other languages, such as Lua
Modules
Halley is divided in a several sub-projects:
engine
core: Core features of the engine, including looper, API management, resouces, and graphics engine
audio: Audio engine
entity: Framework for dealing with entities, components, and systems
utils: Utilities library
net: Networking library
ui: UI library
plugins
asio: Network/Asio implementation
dx11: Video/DX11 implementation
opengl: Video/OpenGL implementation
sdl: System/SDL, Input/SDL and AudioOut/SDL implementations
winrt: System/WinRT, Input/WinRT, Platform/WinRT and AudioOut/XAudio2 implementations
tools
editor: Editor UI
cmd: Command-line interface to tools
runner: Provides an entry point for execution and dynamic reloading. Highly experimental.