Ancient Archer is an C++ library front end to open source tools and my custom configs to make coding up a game or simulation from scratch a little easier.
Context Handled:
- OpenGL Renderering
- Model & Texture Loaders with optimized resource management
- Point, Directional, and Spot Lights
- Spacial Transformations
- Function Based Client Core Loop
- Skeletal Animations (testing)
- Physics (testing)
- Input Controls
- Windowing
- Cameras
- GLSL Shaders
- Cubemap Skyboxes
- 3D Sound
Recommended:
- OS: Windows 10.
- IDE: MSVC16, x64. Visual Studio 2019 Community Edition.
While AncientArcher code is generally designed to be crossplatform, at this stage the build system is handled via Visual Studio Solution file. Converting it to CMake will be done at some point. If you are just using some of the code and not the whole project it should work the same on any OS.
glm, assimp, glfw3, glad, OpenAL-Soft, sndfile, imgui
managed by vcpkg manifest
- CoreTests: base case tests
- ExampleProject: fpp with walk controls (WASD), and (TAB) to gain mouse control for sample menu/inventory. Sample models are form mixamo.com
Link AAEngine to your project and add the headers (/include/), and then you can begin using it in your code.
#include <AncientArcher/AncientArcher.h>
AA::AncientArcher instance;
int main(int argc, char** argv) {
instance.Init();
/*
your code here -> implement camera, lights, models, sounds,
input handling, and their logic at will
*/
// instance.Add...
return instance.Run();
}
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This version is no longer maintained.
-
AncientArcher is legacy.
-
The new repo and future development (ArcherEngine) is here*