ObEngine
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2D Game Engine with Lua Scripting made on top of SFML !
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...
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...
Consider this alternative : https://www.pcg-random.org/ for random number generation
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.
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...
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...
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/...
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...
```lua CustomGroup:trigger("invalid_name", { test = 3 }) ``` Shows ``` "invalid map key" ``` without a meaningful error