[Source Code] [API Documentation]
Minimalistic, open source library for making 3D games in C++
This library provides a sufficient level of game development functionalities for C++ developers to be able to build cross-platform games based on a single code-base. Supporting as many platforms as possible while minimising the amount of code and time needed for maintenance is favoured over richness of features and the use of cutting edge methods and technologies.
Mobile devices are no longer supported. Please read further below for details.
All of the above can be found here: https://github.com/dimi309/small3d-first-games
- Serial Model Renderer, used to test the 3D model reading and rendering functionality of the library
- 3D models loaded from glTF (glb files), Wavefront (obj files) or from a native format
- Other customised meshes and shapes
- Texture mapping
- Gouraud shading
- Basic materials support (colour, transparency)
- Shadow mapping
- Image rendering
- Font rendering
- Sound (ogg and native files)
- Collision detection
- Frame-based animation (Wavefront)
- Skeletal animation (glTF)
- Non-PNG images are not supported.
- There are no scenes, just SceneObjects rendered in an infinite space.
- The 3D model parsers are far from feature-complete but pretty robust nonetheless. The goal is not to be able to read a complete node structure from a gltf file for example, but to extract individual models and their animations, in order to use them in a game.
- Windows
- MacOS
- Linux (Tested on Debian, Ubuntu, Fedora and Arch)
- FreeBSD
There used to be Vulkan support too, but it has been discontinued. Here is an article on the reasons for this:
https://www.gamedev.net/blogs/entry/2275791-abandoning-vulkan/
And here is the last Vulkan commit before the Vulkan renderer got removed:
https://github.com/dimi309/small3d/releases/tag/1.8015.last.vulkan
There used to be iOS and Android support as well. As a matter of fact the game Islet Hell mentioned above had also been released for these two platforms. However, it was getting a little complicated maintaining my presence on the respective app stores (costs, new legislation) and I decided to stop publishing there. So I also thought to make this project more manageable by removing support for mobile platforms altogether. If you would like to use it for mobile, you can download the last release in which that was possible:
https://github.com/dimi309/small3d/releases/tag/1.8016.last.mobile
https://www.gamedev.net/tutorials/programming/engines-and-middleware/small3d-tutorial-r5655/
The following need to be installed, with the relevant environment variables and tools accessible via the command line:
- Some compiler (e.g. gcc, Visual Studio, clang) with C++17 support recommended as a minimum.
- 7zip (only on Windows)
- CMake
Run the build script which is suitable to your platform from the scripts
directory (build-vs.bat
, build-mingw.bat
or build.sh
).
Then, the unit tests are executed by running unittests
binary from build/bin
.
If any of this fails or you would simply like to restart the building procedure, the best way to clean the repository is by using git:
git clean -fdx
For building your own project, you need:
- The header files from the
build/include
directory - The libraries from the
build/lib
directory - The shaders from
build/shaders
directory - The
small3d/cmake
directory if you will be using cmake
You can also deploy using conan. The conan package is provided in a separate repository.
A boilerplate project is also available. It provides a basic setup of a game loop with user inputs so that you start coding your game right away.
The following dependencies' source code repositories (not binaries) are
distributed in this same repository (in the deps
directory). They can be built
by executing a single script (see "Building", above) and they can also be used
directly in your application / game code.
- glew
- glfw
- png
- zlib
- ogg
- vorbis
- portaudio
- freetype
- cereal