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2D Game Engine with Lua Scripting made on top of SFML !

Results 123 ObEngine issues
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In addition of having a CI pipeline that can compile native C++ plugins for all platforms, a package could contain `.nelua` files that would be compiled using : - embedded...

feature

There is no benefit to have one TaskManager per GameObject, it forces every GameObject to listen on `Event.Game.Update` which is killing performance. We could just keep one Task hook per...

enhancement

Consider this alternative : https://www.pcg-random.org/ for random number generation

enhancement

It could be a good idea to have a profiler system integrated into ÖbEngine that measure how much time is taken by every trigger call.

feature

For example, in GameObject, the `ContextualPathFactory` does not work for Sprites since the loader is located in the `Sprite` class. We need a standardized way to pass `ContextualPathFactory` to loaders...

enhancement

Right now, as soon as `vili::validator::validate_tree` encounters an exception, it stops crawling the tree and raises the exception. This is acceptable for now but when having huge files, it would...

enhancement

Right now, ÖbEngine does have a lot of "static paths" where it expect to find a certain type of elements. Animations have to follow the following tree structure ``` AnimatorName/...

feature

The animation system is one of the oldest part of ÖbEngine, it needs some rework. I'm not very happy with the fact that the animation "code" is contained in a...

enhancement

```lua CustomGroup:trigger("invalid_name", { test = 3 }) ``` Shows ``` "invalid map key" ``` without a meaningful error

bug
good first issue