Posts Tagged ‘deferred lighting’

The Frank Engine

Posted by
Tuesday, December 4th, 2012 10:22 am

Howdy, Ludum Dare people! I’m an indie developer and I’ve been working on an opensource 2D game engine for a few years now called The Frank Engine. After being in the industry for over 10 years and working on so called “triple a” games with crippling iteration times and garbage code I decided to build my own dream engine from scratch in C++. One of the biggest problems with mainstream games is they focus too much on the final result and not enough on whether development process itself is fun. I wrote my engine so I could have more fun developing games in my spare time while also making faster progress. My philosophy is that a clean system with fast iteration is the key to having a fun process, and if the process is fun then chances are final result will be too.

It has some cool features like an integrated level editor, streaming worlds, dynamic lighting, Box2d physics, sub frame interpolation, a debug console, ogg vorbis music etc. So far it has been used for 3 Ludum Dare comps and several other projects. Probably the biggest project so far is “Faster Blaster” a Metroid/Blaster Master mashup. I plan to use it for Ludum Dare 25 and you can too if you want. Feel free to copy parts of it an use them in your own engine like my half life style debug console, it’s all fully open source!   Here are some links where you can get more info and video…

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