Installing Ansel is super easy, all you have to do is clone the git repository and start programming in the Game project.
Alternatively, you can create your own project with or without Visual Studio. In order to do this you must set Ansel/src
as an include directory as well as AnselECS/src if you wish to take advantage of the Component System. Both Ansel.dll
and AnselECS.dll
must be in your executable directory, and their corresponding *.lib
files found in bin/'Your Configuration'/Ansel.lib
and bin/'Your Configuration'/AnselECS.lib
respectively. Also the include directories which are Ansel/src
and AnselECS/src
.
The only file you need to include is Ansel.h
even if you are using the Component System. At the moment, the AnselECS.dll
and AnselECS.lib
files are required in order to run Ansel. I'll find a way around this in the future once I understand how I want them to be implemented. No preprocessor definitions are needed!
For a detailed description of how to get started, read Getting Started.pdf
(which is continually getting updated so there may be mistakes).
(Started on first component system implementation) 12/5/18
In Progress | Planned (just italics) | Long Term |
---|
Basic component system implementationBatch renderingThreaded processor/manager- Font and text rendering
- Support for custom shaders with built in functionality
- Built in memory manager
- Lua implementation
- Physically Based Rendering
- Deferred Rendering
- Sound Engine
Using the new component system along with a single call to Render()
in order to produce this scene.
2,500 cubes being rendered with unique rotation, scale, and translation at 60 FPS. This image was taken with 3D was first implemented.
This image was taken when UI elements and Materials were implemented.