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https://github.com/CapsAdmin/goluwa

game engine and framework written in luajit
https://github.com/CapsAdmin/goluwa

engine3d ffi ffi-wrapper font game-dev game-development game-engine game-framework garrysmod gui linux love2d lua lua-library lua-script luajit luajit-ffi luajit-ffi-bindings source-engine

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game engine and framework written in luajit

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# [Goluwa](https://capsadm.in/goluwa) · [![GitHub license](https://img.shields.io/badge/license-GPL3-blue.svg)](https://gitlab.com/capsadmin/goluwa/blob/master/LICENSE) [![pipeline status](https://gitlab.com/CapsAdmin/goluwa/badges/develop/pipeline.svg)](https://gitlab.com/CapsAdmin/goluwa/commits/develop) [![PRs Welcome](https://img.shields.io/badge/PRs-welcome-brightgreen.svg)](https://reactjs.org/docs/how-to-contribute.html#your-first-pull-request)

Goluwa is a game engine, framework, a collection of utilities and experiments written in [LuaJIT](http://luajit.org/) leveraging FFI.

![ScreenShot](https://gitlab.com/CapsAdmin/goluwa-assets/raw/master/extras/screenshots/goluwa.png)

# Features

- [FFI build system](https://github.com/CapsAdmin/ffibuild) to automatically build LuaJIT FFI bindings.
- [gui](engine/lua/libraries/graphics/gui) with focus on automatic layout and [GWEN](!https://github.com/garrynewman/GWEN) skin support
- [font effects](framework/lua/libraries/graphics/fonts) to create outlined, shadowed, etc text.
- [markup language](engine/lua/libraries/graphics/gfx)
- [löve wrapper](game/lua/libraries/love) that lets you run Löve games in Goluwa
- [glua wrapper](game/lua/libraries/gmod) that lets you run GarrysMod Lua in Goluwa
- [entity editor](game/lua/autorun/graphics) similar to [PAC3's editor](http://steamcommunity.com/sharedfiles/filedetails/?id=104691717)
- [filesystem](core/lua/libraries/filesystem) with the ability to mount and treat many archive formats as directories
- [source engine](engine/lua/libraries/steam) formats are supported

##### Prototyping

- all resources can be loaded from the internet with urls
- fonts can be loaded directly from google webfont, dafont and other places
- many model, image and sound formats are supported
- most code can be reloaded without the need to restart

# Structure

Goluwa is split into 4 directories. `core > framework > engine > game`. Going backwards, each directory depends on the previous directory, so if you delete the engine directory the game directory wont load.

##### -1. goluwa|.cmd

The shell and powershell script that will only download and launch luajit|.exe with core/lua/boot.lua

##### 0. core/lua/boot.lua

Responsible for downloading other binaries, updating goluwa and launching goluwa. It's mostly lua but some of its helper functions use shell and powershell.

##### 1. Core

Contains the barebone framework that has no explicit dependencies on any external shared libraries. However to use SSL LibreSSL.

##### 2. Framework

The basic framework utilizing sdl, opengl, openal, etc but does not implement anything. It has a renderer which is neither 2d or 3d, game math library, high level socket library, 2d rendering library, etc.

##### 3. Engine

The engine contains a 3d renderer, source engine asset compatibility, steam integration, zerobrane integration, networking, entities, gui, markup language, etc.

##### 4. Game

The game folder contains very high level scripts such as Löve2D implemented in goluwa, GarrysMod Lua implemented in goluwa, chatsounds, chatbox, scoreboard, player movement, etc.

# Building

While I write all code in LuaJIT, I use some thirdparty C libraries. My goal is to only write glue code in LuaJIT with FFI instead of C or C++.

`core` is not strictly dependent on anything but LibreSSL for https requests.

`framework` depends on some media centric libraries like assimp, libarchive, SDL, etc.

Assuming **`docker`** installed you can run this build everything:

```sh
./goluwa build "*"
```

Then the binaries built will be copied into the `*/bin/linux_x64/.` folders.

But I have not yet figured out a good way to build these on Windows and Mac.. In theory you could use prebuilt binaries which has worked in the past.

# Caveats

While I want to support OSX and Windows they become low priority due to lack of windows and osx machines. I try to test goluwa in a VM and ask friends but that's about as much as I can do.

Writing everything in LuaJIT also comes with some challenges. I try to write JIT compilable code, especially in areas that are intensive but this is not always easy without resorting to ugly code which I try to avoid.

# Credits

- [Garry Newman](https://github.com/garrynewman/) - I learned programming in garrysmod and many of the ideas and libraries in goluwa were developed in garrysmod initially.
- [Crytek](http://www.crytek.com/) - Playing around with the Crysis Wars SDK was how I started to learn C++. I made [oohh
](https://github.com/capsadmin/oohh) which was a garrysmod-like mod attempt. The C++ Lua binder I made there included a standard game oriented lua library which eventualy evolved into goluwa.
- [Ronny](http://steamcommunity.com/id/76561197990112245/) - Helped me making the gui when it was made for [oohh](https://github.com/CapsAdmin/oohh).
- [Malkia](https://github.com/malkia) - the source inspiration for doing this entirely in luajit was [ufo](https://github.com/malkia/ufo)
- [Morten Erlandsen](https://github.com/mortenae) - Provided help and code with BSP (especially the displacement bit) and supporting linux early on.
- [Leandro Fonseca](https://github.com/Shell64) - Started working on the löve wrapper early on and has helped with explaining how löve works.
- [Somepotato](https://github.com/Someguynamedpie) - Started proper font support using a font atlas.
- [ZeqMacaw](http://steamcommunity.com/id/zeqmacaw) - The source engine MDL decoding code was based on the [CrowbarTool](http://steamcommunity.com/groups/CrowbarTool)