- Simple multi-threaded architecture - separate threads for physics, rendering, AI, and game logic
- Entity/component system
- Linear math suite somewhat stolen from Ogre
- Content pipeline supporting .blend, .glsl, .otf, .png
- Create levels, models, animations, and ragdoll rigs in Blender
- Deferred rendering, cascaded shadow maps, edge detection, bloom, SSAO, weather effects
- Geometry-based font rendering and UI system
- Online multiplayer
- Online user profile system via sqlite
- Authentication via Steam, itch.io, or GameJolt
- Localization support
- Simple Windows crash report system
- Keyboard/mouse/gamepad support via SDL
- Automatic navmesh generation with realtime mutations via Recast
- Audio via Wwise
- Physics via Bullet
- Almost all dependencies are open source GitHub submodules
- Builds and runs on Win/Mac/Linux
- Clone the repository and pull down the submodules. You will need Git LFS.
- Install Visual Studio 2017.
- Install the DirectX SDK
- Install CMake
- Ensure Blender 2.79b is installed and available on the path
- Ensure Wwise 2017.1.0 build 6302 is installed and
WwiseCLI
is available on the path - Run
setup-win.bat
- Open
build/lasercrabs.sln
in Visual Studio - Set the
lasercrabs
project to start up by default - Hit F5 to run the game
- Clone the repository and pull down the submodules. You will need Git LFS.
- The Wwise authoring tool doesn't run on Linux. Use Wwise on another platform to build the Linux soundbanks.
- If necessary, copy the generated
Wwise_IDs.h
file intosrc/asset
- Copy the soundbanks into
assets/audio/GeneratedSoundBanks/Linux
- If you are on Debian/Ubuntu, run
./setup-debian-deps
. Otherwise you'll need to install these dependencies yourself. - Run
./setup-linux
- Run
./lasercrabs
from thebuild
folder
- Clone the repository and pull down the submodules. You will need Git LFS.
- Install Homebrew
- Ensure Blender 2.79b is installed and available on the path
- Ensure Wwise 2017.1.0 build 6302 is installed and
WwiseCLI.sh
is available on the path - Wwise might have trouble generating soundbanks the first time. You might need to delete any cache files and open the project manually in Wwise first.
- Run
./setup-mac
- Run
./lasercrabs
from thebuild
folder
- Evan Todd - code, design, art
- Jack Menhorn - sound design
- Logan Hayes - music
- Ian Cuslidge - level design for "Plaza"
- Bobpoblo - level design for "Crossing"
Everything excluding the external
directory is public domain.
This repository includes a copy of the Wwise SDK. Use of the SDK is subject to the Wwise EULA. Wwise is free for educational and non-commercial purposes. Otherwise, acquire a license key from Audiokinetic.