Libprimis
Imprimis' 3D destroyable world engine
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Libprimis is a 3D game engine, based on Tesseract and the Cube 2 family of programs. Unlike the Cube/Cube 2/Tesseract games, which featured tightly integrated rendering and game code, however, Libprimis is an engine without accompanying game code, providing developers the freedom to develop games without being forced into the same design paradigms of the original Cube games.
Libprimis' world uses octree subdivision to recursively subdivide the world into an efficient, sparsely populated tree of cubes. This representation provides numerous advantages over "polygon soup" type vertex representations, especially for performance in the critical occlusion and physics calculations required for many applications.
With many modern features, including realtime deferred shading, volumetric lighting, and tone mapping support, Libprimis' core is fast, capable, and modern, and fully open sourced. All this combines to make an engine that allows for an unprecedented ability to manipulate a vibrant and dynamic world using simple, accessible semantics.
Libprimis' Tesseract base provides a bunch of rendering features such as:
For documentation on the engine, see engine.
To get the source code, use your prefered git
client (git for Windows, Visual Studio, gitkraken, etc.). Be sure to get the submodules as well.
The headers required to build the library are located in libprimis-headers
, one of the submodules.
The library has compilation semantics for MSVC/Visual Studio. Opening the Visual Studio project located in src/vcpp
will allow you to build the project. The created library will be located in the bin64/
folder.
To build a game on libprimis, you will need to get the required headers (located in a separate repository, libprimis-headers
) and build your game against the compiled library and the headers.
To get the source code, git
is required. Using git
, get the repository and its submodules with
git clone https://github.com/project-imprimis/libprimis.git --recurse-submodules
The libprimis
folder will now be visible in the current directory.
To compile the library, use make -C src -jN
from the directory in which this file is located. Set N to the number of threads to compile with. For example, for a quad-core processor, set -j4.
(to reach this directory use cd libprimis
)
This library requires libsdl2
, libsdl2-image
, libsdl2-mixer
, libsdl2-ttf
, libglew
, and drivers for OpenGL (usually already installed). To compile the library, the development versions of the libraries are required (on distros that seperate standard and dev packages).
Once the library has been compiled, it should be placed the standard shared library folder (usually /usr/lib/
or /usr/local/lib
) where it can be linked to. Alternatively, use make -Csrc install
to automatically compile and install the library to /usr/lib/
. Distros without sudo
or which do not have their ld
library path at /usr/lib
can configure the Makefile to point to the appropriate location or copy the file manually to their ld
library path.
To build a game on libprimis, you will then need to get the required headers (located in a separate repository) and build your game against these headers and the shared library.
Libprimis is an open source project created by volunteers who work on the game as a hobby, and we'd love for it to be your hobby too! The Libprimis project tries to be well documented and transparent in its decision making so as to make outside participation fruitful. If you'd like to express your opinions on the engine's decision, modify the engine, participate on the engine code, or just say hello to the developers, that's great! We have a Discord server where you may interact with us at https://discord.gg/WVFjtzA.
To facilitate getting started working on Libprimis, there are several issues posted on the "issues" board. Whether you're a longtime open source contributor or you need to create a GitHub account to start participating, feel free to use issues labeled as "good first issue" to ask whatever questions you have about Git semantics or quirks about our specific codebase in order to get comfortable!