C++ Project Structure with CMake - Cross Platform Game Engine Development
Learn how I am starting my journey in Cross Platform Game Engine Development using Vulkan, CMake and C++.
Intended as an introduction to CMake for developers with at least some existing exposure to C++.
This installment sets up the project structure and shows a basic service provider pattern for providing abstraction layers between your engine's external vs internal APIs.
Chapters:
0:00 Intro
2:12 Project Structure
3:15 Setup
23:25 Importing Libraries
33:35 Engine Services - Service Locator Pattern
Books mentioned:
Game Programming Patterns: https://amzn.to/3u2LXfL (affiliate link)
Github Repository (engine only, use video instructions to import it into your own Cmake project!):
https://github.com/mauville-technologies/youtube-engine
___
Godot Dragonbones is a custom Godot engine build with the godot_dragonbones module that I am maintaining and distributing. It provides full-featured, 2D Skeletal animation support for the DragonBones API; a free, open source alternative to Spine: 2D Skeletal Animation.
PLEASE SUBSCRIBE!
https://cutt.ly/zdCef9v
JOIN OUR DISCORD:
https://discord.gg/bXMkFsg
DONATE HERE:
https://cutt.ly/zdCnvmj
GET GODOT DRAGONBONES HERE (Windows, Linux, Mac):
http://godotdragonbones.com
Godot-Dragonbones module included with this build of engine:
https://github.com/mauville-technologies/godot-dragonbones
If you're interested in using this in your projects but would like more guidance, leave a comment letting me know what you'd like me to explain next.
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