Posts Tagged ‘open source’

Yamanu Game Engine 1.0

Posted by (twitter: @jonahisadev)
Thursday, July 17th, 2014 11:28 pm


A couple of days ago, I said I would make a game engine to better help the creation of 2D Java games, which is what I make, and I can tell you, this engine is SO helpful! The download, documentation, and source can be found here:

Take a look!


– Gandalf1209

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…

All rested, washed, playing games and adding source

Posted by (twitter: @pentaphobe)
Tuesday, August 28th, 2012 1:46 am

Congrats everyone on making a seriously fun selection of games – I’m hoping some of them will run okay under Wine so I can get to more of them, otherwise one of my windows-yielding friends may discover me in their office at 4am giggling at the screen.

Had a crack at syncing my local repository to github.  A few scary moments, but it seems to be there and working – though in my local repo I tend to store everything, so I had to delete a lot of pointless binary files before uploading – which may or may not have trashed some of the more recent changes – but everything looks to be fine. You can grab it HERE

Not much in the way of comments or organisation as I was only partially conscious for the last few hours of hot-seat coding.  But I’ll go in there over the next couple of days and clean it up when I’m giving my gaming fingers a rest from the remaining 1300-ish games I’ve yet to try!


oh ps. there’s also a Mac build now on the game page

AS3 Vector Utils

Posted by (twitter: @mimshwright)
Tuesday, May 8th, 2012 3:27 pm

Hey folks,

After the compo I decided to clean up and make available the Vector utility functions I have used in some of my games. I hope you find this repo useful for your future projects. Please let me know if you see anything that is broken/wrong or that you’d like to have added.

AS3-Vector-Utils on GitHub.

Open sourcing my game engine

Posted by
Wednesday, August 18th, 2010 10:37 pm

This will be my first time participating in a Ludum Dare.  I will be using a game development framework that I’ve been working on for a while now and finally decided to open source.  It’s written in C++ with DirectX rendering, Box2d physics, and Ogg Vorbis music.  Dev environment is Visual C++ Express 2010 and DirectX SDK.

There are some pretty nice features included like a built in level editor, huge streamable worlds, particle system, fixed step interpolation, gamepad support, and debug console.  It comes with a clean slate project to build off and an example game.  You read more on my website or the project page on sourceforge. It’s called Frank Engine.

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