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A fast, intuitive Object Pascal library for 2D game development in Delphi—Game2D makes building everything from classic arcade games to modern prototypes easy, so you can focus on gameplay, not boilerplate. Game2D - Build. Play. Repeat.

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Game2D
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🚧 This repository is currently under construction.

Game2D is actively being developed and rapidly evolving. Some features mentioned in this documentation may not yet be fully implemented, and both APIs and internal structure are subject to change as we continue to improve and expand the library.

Your contributions, feedback, and issue reports are highly valued and will help shape Game2D into the ultimate 2D game framework for Delphi!

🎮 Game2D

A Complete 2D Game Development Toolkit for Delphi

Game2D is a production-ready, feature-complete 2D game toolkit built from the ground up in pure Object Pascal. More than just a graphics library, Game2D provides everything you need to create professional-quality 2D games - from simple prototypes to commercial releases. With its modular architecture, comprehensive toolset, and developer-friendly API, Game2D lets you focus on gameplay and creativity while handling the complex engine work for you.

🏗️ Complete Game Engine Architecture

Game2D follows a layered, modular architecture designed for both rapid prototyping and scalable production games:

Layer Components
🎮 YOUR GAME LOGIC Game-specific code, gameplay mechanics, AI, level design
🏗️ Game Framework Entity System • Scene Manager • World System
🎨 Graphics & Animation Sprite Engine • Animation System • Collision Detection
🎬 Multimedia Audio Engine • Video Playback • ImGui Interface
🌐 Services Network Stack • Database API • Resource Manager
⚙️ Core Systems OpenGL Renderer • Input System • Window Manager
🖥️ Platform Layer Windows APIs, Hardware Abstraction

Complete Feature Set

🎨 Advanced Graphics & Rendering

  • Sprite Atlas System - Efficient texture management with JSON-based animation definitions
  • Multi-layered Rendering - Z-ordered scenes with independent visibility and collision
  • Advanced Animation - Frame-based sprite animation with callbacks and smooth transitions
  • Texture Management - Support for multiple formats, automatic resource cleanup
  • Camera System - 2D camera with zoom, rotation, and smooth following
  • Particle Effects - Built-in particle system for visual effects

🏃‍♂️ Sophisticated Entity System

  • Entity-Component Architecture - Flexible, modular game object system
  • Scene Management - Hierarchical scene organization with independent update/render cycles
  • Advanced Collision Detection - Multiple collision shapes (rectangle, circle, polygon, pixel-perfect)
  • Movement Physics - Built-in thrust, rotation, and path-following systems
  • Messaging System - Type-safe entity communication with broadcasting and targeting
  • Tagging & Grouping - Flexible entity organization and queries

🔊 Professional Audio Engine

  • Music Playback - Streamed background music with seamless looping
  • Sound Effects - Multi-channel sound with 3D positioning and real-time mixing
  • Audio Management - Volume control, panning, and automatic resource management
  • Audio Format – Supports the efficient and widely-used .ogg (Ogg Vorbis) audio format, enabling high-quality sound playback with minimal file size. This format is ideal for background music, sound effects, and voiceover in games, offering a good balance between compression and audio fidelity. broad compatibility and efficient performance across platforms.
  • Dynamic Audio - Runtime loading from files, archives, or memory

🎬 Multimedia Capabilities

  • MPEG Video Playback - Full-featured video player for cutscenes and backgrounds
  • Video Integration - Seamless video-to-texture rendering with audio synchronization
  • Format Support - Industry-standard MPEG format with efficient decoding
  • Performance Optimized - Hardware-accelerated playback with minimal CPU usage

🖥️ Complete Development UI

  • Full ImGui Integration - Professional immediate-mode GUI for tools and debugging
  • Game UI System - Create in-game menus, HUDs, and interactive interfaces
  • Development Tools - Built-in sprite editors, collision visualizers, and performance profilers
  • Custom Widgets - Extensible widget system for specialized game interfaces
  • Font Management – Uses SDF true-type fonts exclusively, delivering sharp, scalable text at any size or resolution. This ensures smooth rendering for UI, in-game text, and animations, with support for outlines and DPI scaling.

🌐 Multiplayer & Networking

  • Real-time Networking - UDP for fast-paced multiplayer games
  • Reliable Communication - TCP for turn-based and chat systems
  • Client-Server Architecture - Built-in server hosting and client connection management
  • LAN Discovery - Automatic local game discovery and connection
  • Network Optimization - Efficient data serialization and bandwidth management

💾 Cloud & Database Integration

  • Remote Database API - MySQL integration via secure PHP endpoints
  • Local Storage - SQLite for offline saves and configuration
  • Cloud Saves - Automatic save synchronization and backup
  • Leaderboards - Built-in high score and ranking systems
  • User Profiles - Player account management and progress tracking
  • Production Ready - Secure, scalable backend perfect for indie game deployment

Performance & Optimization

  • Efficient Rendering - Optimized sprite batching and texture atlas usage
  • Memory Management - Automatic resource cleanup and memory pooling
  • 60+ FPS Performance - Smooth gameplay with consistent frame timing
  • Scalable Architecture - Handles hundreds of entities with collision detection

🚀 Quick Start Examples

Basic Game Setup

program MyGame;
uses
  Game2D.Core, Game2D.Sprite, Game2D.World;
var
  LWindow: Tg2dWindow;
  LWorld: Tg2dWorld;
  LScene: Tg2dScene;
  
begin
  // Create window
  LWindow := Tg2dWindow.Init('My Game', 1920, 1080);
  
  // Setup world with scene
  LWorld := Tg2dWorld.Create();
  LScene := Tg2dScene.Create();
  LScene.Init('gameplay', 10);
  LWorld.AddScene(LScene);
  
  // Game loop
  while not LWindow.ShouldClose() do
  begin
    LWindow.StartFrame();
    
    // Update
    if LWindow.GetKey(G2D_KEY_ESCAPE, isPressed) then
      LWindow.SetShouldClose(True);
      
    LWorld.Update(LWindow);
    
    // Render
    LWindow.StartDrawing();
    LWindow.Clear(G2D_BLACK);
    LWorld.Render();
    LWindow.EndDrawing();
    
    LWindow.EndFrame();
  end;
  
  // Cleanup
  LWorld.Free();
  LWindow.Free();
end.

Player Entity with Movement & Animation

type
 TPlayer = class(Tg2dEntity)
 private
   LSpeed: Single;
   LHealth: Integer;
 protected
   procedure OnStartup(); override;
   procedure OnUpdate(const AWindow: Tg2dWindow); override;
   procedure OnCollision(const AOther: Tg2dEntity); override;
 public
   constructor Create(); override;
 end;

constructor TPlayer.Create();
begin
 inherited Create();
 LSpeed := 200.0;
 LHealth := 100;
end;

procedure TPlayer.OnStartup();
var
 LAtlas: Tg2dSpriteAtlas;
begin
 inherited OnStartup();
 
 // Load sprite atlas
 LAtlas := Tg2dSpriteAtlas.Create();
 if LAtlas.LoadFromFile('player.json') then
 begin
   CreateSprite(LAtlas);
   if Assigned(FSprite) then
   begin
     // Setup collision
     FSprite.SetCollisionCategory('player');
     FSprite.SetCollidesWith(['enemy', 'powerup', 'wall']);
     FSprite.SetCollisionRectangle(24, 32);
     
     // Start idle animation
     FSprite.Play('idle', True, 8.0);
   end;
 end;
end;

procedure TPlayer.OnUpdate(const AWindow: Tg2dWindow);
var
 LMoving: Boolean;
 LDirection: Tg2dVec;
 LNewPos: Tg2dVec;
begin
 inherited;
 
 LMoving := False;
 LDirection.Clear();
 
 // Handle input
 if AWindow.GetKey(G2D_KEY_A, isPressed) then
 begin
   LDirection.X := -1;
   LMoving := True;
   SetHFlip(True);
 end;
 
 if AWindow.GetKey(G2D_KEY_D, isPressed) then
 begin
   LDirection.X := 1;
   LMoving := True;
   SetHFlip(False);
 end;
 
 if AWindow.GetKey(G2D_KEY_W, isPressed) then
 begin
   LDirection.Y := -1;
   LMoving := True;
 end;
 
 if AWindow.GetKey(G2D_KEY_S, isPressed) then
 begin
   LDirection.Y := 1;
   LMoving := True;
 end;
 
 // Apply movement
 if LMoving then
 begin
   LDirection.Normalize();
   LNewPos := GetPosition();
   LNewPos.X := LNewPos.X + (LDirection.X * LSpeed * AWindow.GetDeltaTime());
   LNewPos.Y := LNewPos.Y + (LDirection.Y * LSpeed * AWindow.GetDeltaTime());
   SetPosition(LNewPos);
   
   // Switch to walking animation
   if not FSprite.IsPlaying then
     FSprite.Play('walk', True, 12.0);
 end
 else
 begin
   // Switch to idle animation
   if not FSprite.IsPlaying then
     FSprite.Play('idle', True, 8.0);
 end;
end;

procedure TPlayer.OnCollision(const AOther: Tg2dEntity);
begin
 if AOther.HasTag('enemy') then
 begin
   LHealth := LHealth - 10;
   if LHealth <= 0 then
     Terminate(True);
 end
 else if AOther.HasTag('powerup') then
 begin
   LHealth := Min(LHealth + 25, 100);
   AOther.Terminate(True);
 end;
end;

Audio & Video Integration

var
  LExplosionSound: Integer;
begin
  // Background music with seamless looping
  Tg2dAudio.PlayMusicFromFile('music/background.ogg', 0.7, True);

  // Positioned sound effects
  LExplosionSound := Tg2dAudio.LoadSoundFromFile('sounds/explosion.wav');
  Tg2dAudio.PlaySound(LExplosionSound, G2D_AUDIO_CHANNEL_DYNAMIC, 1.0, False);

  // Video cutscenes - need to create file IO since there's no PlayFromFile
  var
    LVideoIO: Tg2dFileIO;
  begin
    LVideoIO := Tg2dFileIO.Create();
    if LVideoIO.Open('videos/intro.mpg', iomRead) then
    begin
      Tg2dVideo.Play(LVideoIO, 'videos/intro.mpg', 1.0, False);
      
      while Tg2dVideo.Status() = vsPlaying do
      begin
        LWindow.StartFrame();
        
        Tg2dVideo.Update(LWindow);
        
        LWindow.StartDrawing();
        LWindow.Clear(G2D_BLACK);
        Tg2dVideo.Draw(0, 0, 1.0);
        LWindow.EndDrawing();
        
        LWindow.EndFrame();
      end;
    end;
  end;
end;

Multiplayer Setup

// Server setup
LServer := Tg2dNetwork.CreateServer(7777, 4); // Port 7777, max 4 players
if LServer.Start() then
begin
  // Handle client connections
  while LServer.HasPendingConnections() do
  begin
    LClientID := LServer.AcceptConnection();
    // Add player to game
  end;
  
  // Broadcast game state
  LGameData := SerializeGameState();
  LServer.BroadcastData(LGameData);
end;

// Client setup  
LClient := Tg2dNetwork.CreateClient();
if LClient.Connect('192.168.1.100', 7777) then
begin
  // Send player input
  LInputData := SerializeInput();
  LClient.SendData(LInputData);
  
  // Receive game updates
  if LClient.HasData() then
  begin
    LGameData := LClient.ReceiveData();
    ApplyGameState(LGameData);
  end;
end;

Remote Database Integration

// Setup cloud database for leaderboards
LDB := Tg2dRemoteDb.Create();
LDB.Setup('https://yourgame.com/api/remotedb.php', 'your_api_key', 'game_db');

// Save high score
LDB.SetSQLText('INSERT INTO highscores (player, score, date) VALUES (:player, :score, NOW())');
LDB.SetParam('player', 'PlayerName');
LDB.SetParam('score', IntToStr(FinalScore));
if LDB.Execute() then
  ShowMessage('Score saved to cloud!');

// Load leaderboard
LDB.SetSQLText('SELECT player, score FROM highscores ORDER BY score DESC LIMIT 10');
if LDB.Execute() then
begin
  for LI := 0 to LDB.RecordCount() - 1 do
  begin
    LPlayer := LDB.GetField(LI, 'player');
    LScore := StrToInt(LDB.GetField(LI, 'score'));
    // Display leaderboard entry
  end;
end;

Immediate Mode Graphical Interface

// Initialize GUI system
Tg2dGui.Initialize(LWindow, True);

// Create debug window
if Tg2dGui.BeginWindow('Game Debug', @LShowDebug) then
begin
  Tg2dGui.Text('FPS: ' + IntToStr(LWindow.GetFrameRate()));
  Tg2dGui.Text('Entities: ' + IntToStr(LScene.GetEntityCount()));
  
  if Tg2dGui.Button('Spawn Enemy') then
    SpawnEnemy();
    
  Tg2dGui.SliderFloat('Player Speed', @LPlayerSpeed, 50.0, 500.0);
  Tg2dGui.Checkbox('Show Collision Bounds', @LShowCollision);
  
  if Tg2dGui.CollapsingHeader('Audio Controls') then
  begin
    Tg2dGui.SliderFloat('Music Volume', @LMusicVolume, 0.0, 1.0);
    Tg2dGui.SliderFloat('SFX Volume', @LSFXVolume, 0.0, 1.0);
  end;
end;
Tg2dGui.EndWindow();

// Render GUI
Tg2dGui.Render();

🎯 Perfect For Every Game Genre

Platformers & Side-Scrollers

  • Pixel-perfect collision detection
  • Smooth camera following
  • Multi-layered parallax backgrounds
  • Physics-based movement systems

Top-Down Games (RPGs, Shooters)

  • 360-degree movement and rotation
  • Line-of-sight and visibility systems
  • Inventory and character management UIs
  • Save/load with cloud synchronization

Puzzle Games

  • Grid-based entity management
  • Smooth animation transitions
  • Touch/mouse input handling
  • Progress tracking and achievements

Multiplayer Games

  • Real-time action games (UDP)
  • Turn-based strategy (TCP)
  • Local network discovery
  • Cloud leaderboards and rankings

Arcade Games

  • High-performance sprite rendering
  • Particle effects and screen shake
  • Audio feedback and music
  • Score tracking and replay systems

🛠️ Getting Started

1. Clone and Setup

git clone https://github.com/tinyBigGAMES/Game2D.git
cd Game2D

2. Add to Your Delphi Project

uses
  Game2D.Deps,     // Core dependencies
  Game2D.Common,   // Common types and utilities  
  Game2D.Core,     // Engine core (window, audio, video)
  Game2D.Sprite,   // Sprite and animation system
  Game2D.World,    // Entity and scene management
  Game2D.Gui,      // ImGui integration
  Game2D.Network,  // Networking components
  Game2D.Database; // Local and remote database

3. Explore Examples

Browse the examples/ directory for complete game demos:

  • Basic Sprites - Simple sprite rendering and animation
  • Player Movement - Character controller with collision
  • Audio Demo - Music and sound effect integration
  • GUI Tools - ImGui interface development
  • Multiplayer - Client/server networking
  • Database Integration - Save systems and leaderboards

4. Build Your First Game

Start with our Quick Start Tutorial in the Wiki that walks through creating a complete asteroid shooter in under 100 lines of code!

📊 Production Ready

Performance Benchmarks

  • Sprites: 1000+ animated sprites at 60 FPS
  • Audio: 16 simultaneous sound channels with 3D positioning
  • Networking: 100+ packets/second with sub-50ms latency
  • Database: Handles 1000+ concurrent users for indie games
  • Memory: Efficient resource management with automatic cleanup

Deployment Options

For Indie Games (< 1000 users)

  • Hosting: Shared hosting ($10-20/month) ✅
  • Database: Remote MySQL via PHP API ✅
  • Networking: Direct P2P or small dedicated servers ✅
  • Cost: Under $30/month total infrastructure ✅

Growing Games (1000-10000 users)

  • Hosting: VPS with optimizations ($25-50/month) ✅
  • Database: Optimized MySQL with caching ✅
  • Networking: Dedicated game servers ✅
  • Cost: $50-100/month scaling infrastructure ✅

Large Scale (10000+ users)

  • Custom Solutions: Migrate to enterprise platforms
  • Game2D Foundation: Proven architecture scales smoothly
  • Migration Path: Clear upgrade path when you hit it big! 🚀

🎮 Real Game Examples

Add your game to the list! If you're building something with Game2D, we'd love to showcase it here.

🔧 Advanced Features

Sprite Atlas Creation

{
  "pages": [
    { "name": "characters", "file": "characters.png" }
  ],
  "groups": [
    {
      "name": "player_idle",
      "frames": [
        {"page": "characters", "x": 0, "y": 0, "w": 32, "h": 32},
        {"page": "characters", "x": 32, "y": 0, "w": 32, "h": 32}
      ]
    }
  ]
}

Collision System

// Register collision categories
Tg2dCollisionManager.RegisterCategory('player');
Tg2dCollisionManager.RegisterCategory('enemy');
Tg2dCollisionManager.RegisterCategory('projectile');

// Setup sprite collision
FSprite.SetCollisionCategory('player');
FSprite.SetCollidesWith(['enemy', 'powerup']);
FSprite.SetCollisionShape(csRectangle);
FSprite.SetCollisionSize(Tg2dSize.Create(24, 32));

// Query for collisions
LEntitiesInRange := LScene.GetEntitiesInCircle(PlayerPos, 64.0);

Scene Management

// Create layered scenes
LBackgroundScene := Tg2dScene.Create();
LBackgroundScene.Init('background', 0);     // Renders first

LGameplayScene := Tg2dScene.Create();  
LGameplayScene.Init('gameplay', 10);        // Renders second

LUIScene := Tg2dScene.Create();
LUIScene.Init('ui', 100);                   // Renders last
LUIScene.EnableCollisionDetection := False; // UI doesn't need collision

LWorld.AddScene(LBackgroundScene);
LWorld.AddScene(LGameplayScene); 
LWorld.AddScene(LUIScene);

🌟 Why Choose Game2D?

🎯 Built for Delphi Developers

  • Native Object Pascal – Core framework written in pure Object Pascal, offering clean integration and direct access to powerful C libraries without complex bindings or language bridges.
  • Familiar Patterns - Uses standard Delphi conventions and idioms
  • Component Architecture - Extensible design following Delphi principles

⚡ Performance Optimized

  • Zero-Copy Rendering - Direct OpenGL with optimized GPU rendering
  • Efficient Memory Usage - Resource pooling and automatic cleanup
  • Fixed-Step Game Loop – Deterministic update loop with consistent timing for physics and logic, ensuring smooth gameplay and reliable 60+ FPS rendering across all systems.
  • Scalable Architecture - Handles complex games with hundreds of entities

🔧 Production Ready

  • Comprehensive API - Everything needed for complete game development
  • Professional Tools – Includes utilities to convert audio and video into Game2D-compatible formats, streamlining asset preparation for seamless integration into your projects.
  • Documentation - Extensive examples, tutorials, and API reference

🚀 Rapid Development

  • Quick Prototyping - Get games running in minutes, not hours
  • Rich Feature Set - Audio, video, networking, database - all included
  • Modular Design - Use only what you need, extend what you want
  • Active Development - Regular updates and community support

📚 Learning Resources

🤝 Contributing

Game2D thrives on community contributions! 🌟

How to Contribute

  • 🐛 Report Issues: Help us identify and fix bugs
  • 💡 Suggest Features: Share ideas to make Game2D even better
  • 🔧 Submit Pull Requests: Contribute code improvements and new features
  • 📝 Improve Documentation: Help make Game2D more accessible
  • 🎮 Share Examples: Contribute sample projects and tutorials
  • 🎨 Create Assets: Share sprites, sounds, and other game resources

Development Guidelines

  • Follow Delphi coding conventions and best practices
  • Include comprehensive unit tests for new features
  • Update documentation for any API changes
  • Test on multiple Windows versions and configurations
  • Use meaningful commit messages and PR descriptions

Recognition

Every contribution makes a difference, and we truly appreciate your support. 👏

Contributors 👥

🙏 Built on Great Foundations

Game2D stands on the shoulders of these excellent libraries:

Core Technologies

  • cute_headers - Lightweight C libraries for game development
  • GLFW - Multi-platform windowing and input library
  • OpenGL - Cross-platform graphics API
  • miniaudio - Single-file audio playback and capture library
  • stdx - Cross-platform networking and socket library

Multimedia & UI

  • pl_mpeg - Single-file MPEG1 video decoder
  • ImGui - Immediate mode GUI for tools and debugging
  • stb - Single-file libraries for image loading and processing

Utilities & Infrastructure

  • SQLite - Embedded SQL database engine
  • zlib - Compression library for assets and networking
  • Dlluminator - Dynamic library loading system

Community & Ecosystem

  • Delphi Community - Decades of innovation in rapid application development
  • Game Development Community - Inspiration and feedback from indie developers worldwide

📜 License

Game2D is distributed under the BSD-3-Clause License, allowing for:

Commercial Use - Build and sell games without licensing fees
Modification - Customize and extend the engine for your needs
Distribution - Share your modifications with the community
Private Use - Use internally without disclosure requirements

See the LICENSE file for complete terms.


🎮 Game2D — Complete 2D Game Development in Pure Delphi 🚀

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Build. Play. Repeat.

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A fast, intuitive Object Pascal library for 2D game development in Delphi—Game2D makes building everything from classic arcade games to modern prototypes easy, so you can focus on gameplay, not boilerplate. Game2D - Build. Play. Repeat.

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