A lightweight game engine written in modern C++

Related tags

Game halley
Overview

Halley Logo

License Language Standard

Halley Game Engine

A lightweight game engine written in C++17. It has been used to ship Wargroove, a turn-based strategy game, on Windows, Mac (experimental), Nintendo Switch, Xbox One and PS4 (with experimental Android and iOS ports WIP).

The Halley Game Engine is licensed under the Apache 2.0 license.

Check out this repo for a sample game (our Global Game Jam 2020 entry).

Join us on our Discord server!

Design guidelines & objectives

  • Modern graphics pipelines, with first-class shader support
  • Written in modern C++
  • "True" entity system based, with components that store data and systems that operate on families of components
  • Tuned for high performance
  • Code-first: no reliance on editor to generate anything
  • Easy to use: games should be easy to implement
  • Easy to maintain: games should be easy to keep working on long-term, after it has grown to a large project size
  • Cross-platform: support as many platforms as possible
  • No legacy: don't bother supporting legacy systems, such as Windows XP or older Android/iOS devices
  • Rich tools: where possible, provide tools to assist in development and debugging
  • Fast iteration time: hot-reloading wherever possible
  • Support scripting in other languages, such as Lua

Modules

Halley is divided in a several sub-projects:

  • engine
    • core: Core features of the engine, including looper, API management, resources, and graphics engine
    • audio: Audio engine
    • entity: Framework for dealing with entities, components, and systems
    • utils: Utilities library
    • net: Networking library
    • ui: UI library
  • plugins
    • asio: Network/Asio implementation
    • dx11: Video/DX11 implementation
    • opengl: Video/OpenGL implementation
    • metal: Video/Metal implementation (experimental)
    • sdl: System/SDL, Input/SDL and AudioOut/SDL implementations
    • winrt: System/WinRT, Input/WinRT, Platform/WinRT and AudioOut/XAudio2 implementations
  • tools
    • editor: Editor UI
    • cmd: Command-line interface to tools
    • runner: Provides an entry point for execution and dynamic reloading. Highly experimental.
    • tools: Editor tools to generate files and assets
  • tests
    • entity: Stress test of entity system
    • network: Stress test of network system
  • samples
    • (The samples project was taken down due to being too outdated, sorry about that!)

Platforms

The following platforms are supported:

  • Windows: Tested on Windows 10 Professional 64-bit (Might work on as low as XP 32-bit, but XP is no longer a tested target)
  • Mac OS X: Tested on Mac OS X 10.9.6
  • Linux: Tested on Ubuntu 16.04

Installation

Tools required

  • CMake 3.10+
  • C++17 capable compiler:
    • Visual C++ 15.9 (Visual Studio 2017)
    • Clang 5
    • GCC 7

Library dependencies

  • Engine:
    • Boost 1.72.0 (header only)
    • OpenGL [optional]
    • SDL 2.0.2 (2.0.7 recommended) [optional]
    • Windows 10 SDK [optional]
  • Also required if building Tools:
    • Boost 1.72.0 libraries: filesystem, system
    • Freetype 2.6.3
    • yaml-cpp 0.5.3

Set up

  • Ensure that all dependencies above are set up correctly
  • Build with CMake
    • Typical:
      cmake -DCMAKE_INCLUDE_PATH=path/to/headers \
            -DCMAKE_LIBRARY_PATH=path/to/libs \
            -DBOOST_ROOT=path/to/boost ..
      
    • Engine only:
      cmake -DBUILD_HALLEY_TOOLS=0 -DBUILD_HALLEY_TESTS=0 [...]
      
  • Run halley-editor tests/entity (or whichever other project you want to test)
  • Launch that project

Documentation

The full documentation is available on the Wiki.

Comments
  • Setup halley with noVNC

    Setup halley with noVNC

    This is not a real issue, but more a request for help, I guess. I'm trying to setup halley in a somewhat constrained environment: inside a docker container, with noVNC for displaying.

    Specifically I'm using https://gitpod.io, which makes it super easy to tinker on projects like halley (Disclaimer: I'm working for the company behind Gitpod).

    With the help of the patches from lye (#37) and gurka (#44) I was able to successfully build and run ./bin/halley-editor tests/entity: image

    Here is a link to (a copy of) the exact environment I created the screenshot with: Open in Gitpod

    Is that the expected output of the test? If yes: Are there any other test "games" I can test the setup with and start playing around with? Thanks!

    opened by geropl 6
  • Docker Container - YAML issue

    Docker Container - YAML issue

    I'm trying to build a Dockerfile, so far I have:

    FROM ubuntu:18.04
    
    ENV DEBIAN_FRONTEND noninteractive
    RUN apt-get update && apt-get install -y g++ gcc \
                                             cmake clang-3.9 \
                                             wget \
                                             libfreetype6 \
                                             libyaml-cpp-dev \
                                             libsdl2-dev \
                                             software-properties-common \
                                             freetype2-demos \
                                             libfreetype6-dev
    
    # above installs cmake 3.10.2, gcc 7.3.0
    
    # Boost
    RUN wget https://dl.bintray.com/boostorg/release/1.66.0/source/boost_1_66_0.tar.gz && \
        tar -xzvf boost_1_66_0.tar.gz && \
        cd cd boost_1_66_0 && \
        ./bootstrap.sh && \
        ./b2 install
    
    # boost header files in /usr/local/include/boost
    # compiled libraries in /usr/local/lib
    
    RUN mkdir -p /code
    
    ADD . /code
    WORKDIR /code
    
    RUN cd src && \
        cmake -DCMAKE_INCLUDE_PATH=/usr/local/lib -DHALLEY_PATH=../halley -DBUILD_HALLEY_TOOLS=1 -DBUILD_HALLEY_TESTS=0 -DCMAKE_LIBRARY_PATH=/usr/local/lib -DBOOST_ROOT=/usr/local/include/boost .. && \
        make
    

    Make gets somewhat far, but I error out on

    [ 83%] Built target halley-asio
    [ 83%] Building CXX object src/tools/tools/CMakeFiles/halley-tools.dir/src/assets/importers/config_importer.cpp.o
    /code/src/tools/tools/src/assets/importers/config_importer.cpp: In static member function 'static Halley::ConfigNode Halley::ConfigImporter::parseYAMLNode(const YAML::Node&)':
    /code/src/tools/tools/src/assets/importers/config_importer.cpp:50:34: error: 'const class YAML::Node' has no member named 'Mark'
      result.setOriginalPosition(node.Mark().line, node.Mark().column);
                                      ^~~~
    /code/src/tools/tools/src/assets/importers/config_importer.cpp:50:52: error: 'const class YAML::Node' has no member named 'Mark'
      result.setOriginalPosition(node.Mark().line, node.Mark().column);
                                                        ^~~~
    src/tools/tools/CMakeFiles/halley-tools.dir/build.make:350: recipe for target 'src/tools/tools/CMakeFiles/halley-tools.dir/src/assets/importers/config_importer.cpp.o' failed
    make[2]: *** [src/tools/tools/CMakeFiles/halley-tools.dir/src/assets/importers/config_importer.cpp.o] Error 1
    CMakeFiles/Makefile2:769: recipe for target 'src/tools/tools/CMakeFiles/halley-tools.dir/all' failed
    make[1]: *** [src/tools/tools/CMakeFiles/halley-tools.dir/all] Error 2
    Makefile:129: recipe for target 'all' failed
    make: *** [all] Error 2
    [email protected]:/code/src# 
    

    I tried different installations of yaml and decided it would be easiest to ask for your help! Have you seen this before?

    opened by vsoch 6
  • Issue building halley-test target

    Issue building halley-test target

    I get the following error when trying to build halley through cmake with the following input: cmake -DBOOST_ROOT=/home/anthony/bin/boost_1_69_0/boost -DCMAKE_INCLUDE_PATH=/usr/local/include -DCMAKE_LIBRARY_PATH=/usr/local/lib .. which gives: -- The C compiler identification is GNU 7.3.0 -- The CXX compiler identification is GNU 7.3.0 -- Check for working C compiler: /usr/bin/cc -- Check for working C compiler: /usr/bin/cc -- works -- Detecting C compiler ABI info -- Detecting C compiler ABI info - done -- Detecting C compile features -- Detecting C compile features - done -- Check for working CXX compiler: /usr/bin/c++ -- Check for working CXX compiler: /usr/bin/c++ -- works -- Detecting CXX compiler ABI info -- Detecting CXX compiler ABI info - done -- Detecting CXX compile features -- Detecting CXX compile features - done -- Found SDL2: /usr/include/SDL2 (found version "2.0.8") -- Boost version: 1.69.0 -- Found OpenGL: /usr/lib/x86_64-linux-gnu/libOpenGL.so -- Found YAMLCPP: /usr/local/include -- Boost version: 1.69.0 -- Found the following Boost libraries: -- system -- filesystem -- Found Freetype: /usr/lib/x86_64-linux-gnu/libfreetype.so (found version "2.8.1") -- Configuring done -- Generating done -- Build files have been written to: /home/anthony/Documents/halley/build But when i try to make with sudo make i get the error listed in the error.txt file error.txt at 93%. The build target that causes failure is the halley-test-target. Setting this target to 0 allows for a sucessful build

    Running:

    • linux mint 19.1
    • SDL 2.0.8
    • Boost 1.69.0

    Any help would be greatly appreciated! I'm quite daft.

    opened by AnthonyKalaitzis 4
  • Hackily fix compile errors in the tests.

    Hackily fix compile errors in the tests.

    I'm not quite sure how to run the tests, but some things I probably did wrong:

    • In the AudioTest, couldn't figure out the right way to pass an AudioClip to AudioAPI::play. The original test set up a background track; pretty sure AudioAPI::play doesn't quite do that.
    • In the EntityTest, during TestState::init, a World reference is stolen from a unique_ptr. There's an API mismatch wherein createWorld returns a unique_ptr<World>, but StatsView::setWorld wants an unmanaged pointer (and doesn't take ownership of it). Stealing the pointer (via unique_ptr::release/unique_ptr::reset) is terrible, but I'm not sure how the ownership semantics should work.
    • In the EntityTest, the mask passed to SpritePainter::add was 0; this causes the sprite to never be drawn (via SpritePainter::draw; the getMask() & mask check fails). I'm not entirely sure what the mask does, but setting it to 1 makes something (albeit incorrect) renders. I think the assets might be out-of-date? But the animation frames don't look like they have the right texture coordinates.

    I believe this fixes #32

    opened by lye 3
  • compiler error on results_type

    compiler error on results_type

    Building on ubuntu, compiling asio_tcp_connection.cpp fails because results_type is not known:

    [ 77%] Building CXX object src/plugins/asio/CMakeFiles/halley-asio.dir/src/asio_tcp_connection.cpp.o
    /home/bram/src/halley/src/plugins/asio/src/asio_tcp_connection.cpp: In constructor ‘Halley::AsioTCPConnection::AsioTCPConnection(boost::asio::io_service&, Halley::String, int)’:
    /home/bram/src/halley/src/plugins/asio/src/asio_tcp_connection.cpp:20:133: error: ‘boost::asio::ip::resolver<boost::asio::ip::tcp, boost::asio::ip::resolver_service<boost::asio::ip::tcp> >::results_type’ has not been declared
      resolver->async_resolve(host.cppStr(), toString(port).cppStr(), [=] (const boost::system::error_code& ec, asio::ip::tcp::resolver::results_type result)
                                                                                                                                         ^~~~~~~~~~~~
    /home/bram/src/halley/src/plugins/asio/src/asio_tcp_connection.cpp: In lambda function:
    /home/bram/src/halley/src/plugins/asio/src/asio_tcp_connection.cpp:25:18: error: ‘begin’ was not declared in this scope
        for (auto& r: result) {
                      ^~~~~~
    

    Ubuntu 18.04.2 LTS yaml-cpp 0.5.2 libboost-dev 1.65.1.0

    opened by stolk 3
  • Runtime Errors on MacOS

    Runtime Errors on MacOS

    I built a barebones halley project with metal and i get this when debugging:

    2021-08-05 05:01:40.728215-0500 halleyGame[4068:1865771] [plugin] AddInstanceForFactory: No factory registered for id <CFUUID 0x1011181f0> F8BB1C28-BAE8-11D6-9C31-00039315CD46
    2021-08-05 05:01:40.775186-0500 halleyGame[4068:1865771]  HALC_ShellDriverPlugIn::Open: Can't get a pointer to the Open routine
    2021-08-05 05:01:40.775899-0500 halleyGame[4068:1865771]  HALC_ShellDriverPlugIn::Open: Can't get a pointer to the Open routine
    2021-08-05 05:01:41.164656-0500 halleyGame[4068:1865797] flock failed to lock maps file: errno = 35
    2021-08-05 05:01:41.166527-0500 halleyGame[4068:1865797] flock failed to lock maps file: errno = 35
    

    This is with the latest commit up to now

    opened by alvarogalloc 2
  • Build terminates with error

    Build terminates with error

    OS: Arch Linux Compiling with: cmake/gcc

    /home/**/Desktop/Sources/halley/src/tests/entity/src/test_stage.cpp: In member function ‘virtual void TestStage::init()’:
    /home/**/Desktop/Sources/halley/src/tests/entity/src/test_stage.cpp:8:43: error: ‘createSystem’ was not declared in this scope
        8 |  world = createWorld("sample_test_world", createSystem);
    
    opened by cangscop 2
  • Compiler error with custom yaml-cpp path

    Compiler error with custom yaml-cpp path

    [ 83%] Building CXX object src/tools/tools/CMakeFiles/halley-tools.dir/src/assets/asset_importer.cpp.o
    In file included from /home/simon/code/halley/src/tools/tools/src/assets/asset_importer.cpp:8:0:
    /home/simon/code/halley/src/tools/tools/src/assets/importers/material_importer.h:3:32: fatal error: yaml-cpp/node/node.h: No such file or directory
     #include <yaml-cpp/node/node.h>
                                    ^
    compilation terminated.
    

    Looking at https://github.com/amzeratul/halley/blob/master/src/tools/tools/CMakeLists.txt it looks like ${YAMLCPP_INCLUDE_DIR} is in the wrong place, in add_library instead of in include_directories.

    opened by gurka 2
  • Metal support

    Metal support

    Hi @amzeratul & contributors,

    I'd like to look into building a MVP for Metal support (eventually leading to iOS) in Halley. I think this would help me learn the engine's ins and outs better, and also would future proof the engine on Mac and iOS if Apple ultimately decides to pull the OpenGL rug out.

    Unfortunately, Metal does not have a C/C++ API - the only options are Objective-C or Swift. This would add an additional language to your codebase, something I imagine you're hesitant to get behind for reasons that are very understandable.

    I'd be interested to know your thoughts on what the optimal layout for this kind of thing looks like. I imagine I'd take something similar to the approach of (sadly not really maintained) mtlpp, which provides Objective-C-free headers, meaning compilation will still work on platforms without Metal support, even if linking doesn't.

    Really liking the look of this engine so far, and congrats on the successful launch of Wargroove.

    Cheers Joel

    opened by JoelOtter 2
  • OSLinux: Use XDG_DATA_HOME for user data dir

    OSLinux: Use XDG_DATA_HOME for user data dir

    So far it was even set to $HOME/Library which I think is not a very good default and looks a lot like it was copied over from the OS X implementation.

    The XDG Base Directory Specification is out there since about 10 years or even more, so let's look up the XDG_DATA_HOME environment variable and if it's not set, fall back to ~/.local/share as in the specification.

    I did this change, because I'm very much looking forward to packaging WarGroove and don't want to fix it up via binary patching or LD_PRELOAD once the game is released :smiley:

    One thing to note however is that I didn't test this, as the examples are no longer in par with the current API.

    opened by aszlig 2
  • Cannot compile tools on Mac because of Metal

    Cannot compile tools on Mac because of Metal

    OS: macOS Mojave 10.14.5

    Running cmake yields the error

    CMake Error at halley/src/tools/editor/CMakeLists.txt:58 (add_dependencies):
      The dependency target "halley-metal" of target "halley-editor" does not
      exist.
    

    Metal has been disabled: https://github.com/amzeratul/halley/blob/master/cmake/HalleyProject.cmake#L146

    But it is assumed to be on for Mac systems: https://github.com/amzeratul/halley/blob/master/src/tools/editor/CMakeLists.txt#L44 https://github.com/amzeratul/halley/blob/master/src/tools/editor/CMakeLists.txt#L54

    Guarding by the USE_METAL variable won't work, since the code for Mac requires the Metal libraries to link to: https://github.com/amzeratul/halley/blob/master/src/tools/editor/src/halley_editor.cpp#L37

    opened by kencheng 1
  • Update the wiki's `CMakeLists.txt` template

    Update the wiki's `CMakeLists.txt` template

    I don't think you can submit GitHub wiki changes so I guess that's the best alternative. The CMakeLists.txt template provided in the wiki ends with:

    halleyProject(project_name "${SOURCES}" "${HEADERS}" "" ${CMAKE_CURRENT_SOURCE_DIR}/bin)
    

    This actually results in building with the following error:

    [build] [1/1   0% :: 0.000] Re-running CMake...
    [build] CMake Error at CMakeLists.txt:25 (halleyProject):
    [build]   halleyProject Function invoked with incorrect arguments for function named:
    [build]   halleyProject
    [build] 
    [build] 
    [build] -- Configuring incomplete, errors occurred!
    [build] See also "/Users/douglaslassance/Desktop/WIP/halleygame/build/CMakeFiles/CMakeOutput.log".
    [build] See also "/Users/douglaslassance/Desktop/WIP/halleygame/build/CMakeFiles/CMakeError.log".
    [build] ninja: error: rebuilding 'build.ninja': subcommand failed
    [build] FAILED: build.ninja 
    

    The template should feature the missing argument as such:

    halleyProject(project_name "${SOURCES}" "${HEADERS}" "" "" ${CMAKE_CURRENT_SOURCE_DIR}/bin)
    
    opened by douglaslassance 1
  • UI library: add preview image of it

    UI library: add preview image of it

    Hey, I've stumbled over your project, and a few screenshots are always a nice introduction, but I found none for this project xD. You have a UI library, so maybe it would make sense to add a screenshot of parts of that to your Readme?

    Just to attract people. Thanks, and it's just a suggestion :)

    opened by AntonioNoack 1
  • issues with linux support

    issues with linux support

    while working with the engine with my SO we encountered a couple issues while setting up our linux development environment compared to our windows.

    in the halleyproject cmake, finding X11 doesn't work with find_library, only find_package (at least for us on arch)

    after compiling, the shared_gen components would always contain different componentID's because of linux sorting files differently in directories, meaning instead of using the order you put in shared_gen_src of

    • 0_transform
    • 1_rendering
    • 2_audio

    it would generate them out of order however adding

    std::sort(files.begin(), files.end(), [](CodegenSourceInfo a, CodegenSourceInfo b) -> bool {
    return a.filename.cppStr() < b.filename.cppStr();
    });
    

    in ECSData::loadSources (src/tools/tools/src/ecs/ecs_data.cpp) seemed to work in fixing this issue for us

    aside from that joystick support doesn't appear to work on linux however that for us isn't really an issue at the moment.

    the reason for this ticket is just in case you weren't aware and have the changes that worked for us in case you'd like to use these in the main repo.

    opened by chidddy 0
  • Fix some Xcode errors with Metal textures

    Fix some Xcode errors with Metal textures

    Xcode is stricter in its runtime Metal validation than the built executable is; this fixes the errors it was complaining about.

    • Mark texture usage on descriptor
    • Ensure pixel formats match up in RTT
    opened by JoelOtter 0
Owner
Rodrigo Braz Monteiro
Videogame programmer since 1997. CTO @ Chucklefish. Working on a game engine called Halley. Co-founder of @Aegisub.
Rodrigo Braz Monteiro
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