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Skylicht Engine is C++ Game Engine based on Irrlicht 3D. And my goal is to create a high-performance and lightweight Game Framework that can seamlessly function on both web and mobile platforms. This framework will be available to everyone for free.
Skylicht Engine is an evolution of the Irrlicht Project. We have upgraded many features, including Sound Engine, Physics Engine, Particle Engine...
Core functionality: Direct3D11, OpenGL 4+, OpenGLES 3+, Google Angle GLES video driver backends.
Cross-Platform Framework: Android, IOS, Win32/Win64, UWP, Linux, MacOS, HTML5.
Render pipeline: Forwarder & Deferred.
Skylicht Engine is a super lightweight Game Engine that targets mobile platforms (Android, IOS). And, it's completely free.
| Platform | Build Status |
|---|---|
| Cygwin64 | |
| Windows | |
| MacOS, IOS | |
| Linux | |
| Emscripten | |
| Android |
# call 'git lfs pull' after checkout
git lfs pull
C:\skylicht-engine>cd Assets
C:\skylicht-engine\Assets>python BuildAssetBundles.py
C:\skylicht-engine\Assets>cd ..
# Visual Studio 2019
C:\skylicht-engine>cmake -S . -B ./PrjVisualStudio -G "Visual Studio 16 2019" -A x64
# Visual Studio 2022
C:\skylicht-engine>cmake -S . -B ./PrjVisualStudio -G "Visual Studio 17 2022" -A x64
# Xcode
/User/Skylicht/Documents/skylicht-engine$cmake -S . -B ./PrjMac -G Xcode
# Linux
$ skylicht-engine$ cmake -S . -B ./PrjLinux -G "Unix Makefiles"
Open the generated solution PrjVisualStudio/SKYLICHT_ENGINE.sln
Once the solution opens, right click the SampleXXX project, click "Set as StartUp Project" and click the play button at the top to run the Demo App.
More details: please preview command in BuildCommand folder.
# Install Tinydb
# https://pypi.org/project/tinydb
C:\skylicht-engine>C:\Python37\Scripts\pip install tinydb
# Install Pillow (Image processing)
# https://pillow.readthedocs.io/en/4.1.x/index.html
C:\skylicht-engine>C:\Python37\Scripts\pip install Pillow
# Compress TGA to DDS, ETC2 texture
C:\skylicht-engine>cd Assets
C:\skylicht-engine\Assets>python BuildTextureCompressDDS.py
C:\skylicht-engine\Assets>python BuildTextureCompressETC.py
C:\skylicht-engine\Assets>cd ..
# Install pcpp (C Preprocessor tool)
# https://pypi.org/project/pcpp
C:\skylicht-engine>C:\Python37\Scripts\pip install pcpp
# Build shader script
C:\skylicht-engine>cd Assets
C:\skylicht-engine\Assets>python BuildShader.py
C:\skylicht-engine\Assets>cd ..
// Assets\BuiltIn\Shader\Shadow\GLSL\LibShadow.glsl
#define HARD_SHADOW
// #define PCF_NOISE
And re-build the shaders
# Build shader script
C:\skylicht-engine>cd Assets
C:\skylicht-engine\Assets>python BuildShader.py
C:\skylicht-engine\Assets>cd ..
Projects/{ProjectName}/Source and regenerate projectC:\skylicht-engine>cmake -S . -B ./PrjVisualStudio -G "Visual Studio 17 2022" -A x64
C:\skylicht-engine>python Scripts\create_project.py NewApplication Samples\NewApplication
# BuildAndroidNDK.cmd
# Set your pc folder, example
set MINGW=C:\MinGW\bin
set NDK=C:\Android\android-ndk-r26d
...
# Make folder jniLibs on Android Project
C:\skylicht-engine>mkdir Projects\Android\app\src\main\jniLibs
C:\skylicht-engine>mkdir Projects\Android\app\src\main\jniLibs\armeabi-v7a
C:\skylicht-engine>mkdir Projects\Android\app\src\main\jniLibs\arm64-v8a
# Copy result native ndk (from step 1) to jniLibs
# Project SampleSkinnedMesh
C:\skylicht-engine>copy Bin\Android\Libs\arm64-v8a\libSampleSkinnedMesh.so Projects\Android\app\src\main\jniLibs\arm64-v8a
C:\skylicht-engine>copy Bin\Android\Libs\armeabi-v7a\libSampleSkinnedMesh.so Projects\Android\app\src\main\jniLibs\armeabi-v7a
C:\skylicht-engine\Assets>python BuildTextureCompressETC.py
C:\skylicht-engine\Assets>python BuildAssetBundles.py
C:\skylicht-engine\Assets>cd..
Android APK:
C:\skylicht-engine>SET ASSET_PATH=Projects\Android\app\src\main\assets
Android AAB: Assets will be copied to assetPack: appdata
C:\skylicht-engine>SET ASSET_PATH=Projects\Android\appdata\src\main\assets
And copy command
# Copy built-in asset
C:\skylicht-engine>copy Bin\BuiltIn.zip %ASSET_PATH%
# Copy project asset
# Project SampleSkinnedMesh
C:\skylicht-engine>copy Bin\Common.zip %ASSET_PATH%
C:\skylicht-engine>copy Bin\SampleModelsResource.zip %ASSET_PATH%
# Dont forget copy ETC texture
C:\skylicht-engine>copy Bin\SampleModelsETC.zip %ASSET_PATH%
Open Android Studio and import project Projects\Android
Run command build from Android Studio:
# Grant permission executive for PVRTexTool
skylicht-engine/Tools/PVRTexTool/darwin$ chmod +x PVRTexToolCLI
# Build compress texture ETC
skylicht-engine/Assets$ python3 BuildTextureCompressETC.py
# Build asset bundles
skylicht-engine/Assets$ python3 BuildAssetBundles.py
If you want build samples for iOS device, you should replace the bundleIdentifier in Samples/{ProjectName}/CMakeLists.txt.
elseif (BUILD_IOS)
# replace your application name
set(MACOSX_BUNDLE_EXECUTABLE_NAME SampleHelloWorld)
set(APP_NAME "SampleHelloWorld")
# replace your bundleIdentifier
set(APP_BUNDLE_IDENTIFIER "com.skylicht.helloword")
set(CODE_SIGN_IDENTITY "iPhone Developer")
else()
And generate iOS xCode Project by this script.
# generate project for iOS device
skylicht-engine/BuildCommand$ ./GenerateXCodeIOS.sh
# or generate for iOS simulator
skylicht-engine/BuildCommand$ ./GenerateXCodeIOSSimulator.sh
Open iOS XCode Project on folder skylicht-engine/PrjIOS/SKYLICHT_ENGINE.xcodeproj
Note: iOS Simulator is not yet support compressed texture and hardware skinning.
Skylicht Engine can be compiled into a standalone library to simplify integration into other projects.
C:\skylicht-engine>cmake -S . -B ./PrjVisualStudio -G "Visual Studio 17 2022" -A x64 -DINSTALL_LIBS=ON -DBUILD_SHARED_LIBS=ON
C:\skylicht-engine>cmake --build ./PrjVisualStudio --target install --config Debug
Note: Use the parameters "-DINSTALL_LIBS=ON -DBUILD_SHARED_LIBS=ON" with cmake command
C:\skylicht-engine>cmake -S . -B ./PrjVisualStudio -G "Visual Studio 17 2022" -A x64 -DINSTALL_LIBS=ON
C:\skylicht-engine>cmake --build ./PrjVisualStudio --target install --config Debug
And then copy the resulting InstallLibs folder to another project. See the project example: https://github.com/skylicht-lab/hello-skylicht See the API Reference
// INIT SCENE FUNCTION
// init scene/zone
CScene* scene = new CScene();
CZone* zone = scene->createZone();
// camera
CGameObject *camObj = zone->createEmptyObject();
CCamera* camera = camObj->addComponent<CCamera>();
camera->setPosition(core::vector3df(0.0f, 1.5f, 4.0f));
camera->lookAt(
core::vector3df(0.0f, 0.0f, 0.0f), // look at target position
co