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Cross platform 2D and 3D game engine in C++.

Home Page: http://www.viry3d.com/

License: Apache License 2.0

CMake 0.19% Java 0.03% C++ 92.38% Objective-C++ 0.36% Assembly 3.12% Yacc 0.70% Shell 0.01% Python 0.01% Lua 0.60% Objective-C 0.02% C# 1.23% ShaderLab 0.32% HLSL 0.54% HTML 0.01% JavaScript 0.03% TeX 0.03% GLSL 0.01% Batchfile 0.01% NASL 0.45%
game-engine vulkan opengl-es android ios macos windows uwp webassembly metal

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viry3d's Issues

logo proposal

Hello I am a designer, I would like to propose a new logo for your project, so if you agree we can start when you want

More open on the development process

First I want to thank you all for a very cool project.

AFAIK, the development process takes place mostly in china and you have a discussing channel on QQ. Do you have any plan to using another form a channel or forum that is more friendly to foreign people like me so that I can take part in or just to update on the engine development ? Does the project has a long term plan or it will end at some points in time ?

Thanks and keep up the good work

2d基本功能

  • 1.UI 容器剪切(例如父类设置剪切矩形 超出矩形的子类实例不显示或者只显示矩阵内的那部分)
  • 2.UI文本输入包括IME输入法显示 安卓ios 可能是虚拟键盘
  • 3.lua绑定demo
  • 4.2d纹理集支持(可以从纹理集得到纹理对应的渲染矩阵实际纹理最终以指针方式包装下)例如 Texture2D {offsetx offsety offsetw offseth Texture}

iOS - Missing main.m and EXEC_BAD_ACCESS after adding it

As the title says, there were a few errors when trying to compile on iOS.
The first error was related to a non-existing enum inARScene.mm

TextureFormat::Alpha8

does not exist.

After modifying it, I ended up having a second error with regards to main.m missing.
I added it but this time faced the famous EXEC_BAD_ACCESS

Any idea what could be happening ?
Thanks

Define Coding Style

Hi @stackos,

Can you provide coding styles that you use on cpp files and CMake files ?
I use cmang-format with Google style for cpp files and for CMake files I use cmake-format tool on Visual Studio Code that look great.
Thanks

etc2 rgb becomes to BGR on android

texture compressed to etc2 rgb ktx with CompressonatorGUI tool,
becomes to BGR in drawing result,
will try to use other compression tools.

Possibility of getting ARCore integrated the same way as ARKit

I've been using your engine for some ARKit prototypes I've built. I wanted to get those same prototypes running on Android via ARCore and I was wondering if you thought of integrating it the same way as you've done with ARKit.
If not, could you tell me how hard would it be ?
Thanks

AppFlappyBird - EXEC_BAD_ACCESS

Once again, whilst running AppFlappyBird (which btw looks great), the app crashes the third time the Game Over/Replay panel is displayed

 	Ref<GameObject> Component::GetGameObject() const
 	{
                return m_gameobject.lock(); // EXEC_BAD_ACCESS
 	}

It seems to be related to some circular/weak reference access violation error.
I tried to fix it but I ended up with few other similar crashes like in GetTransform which also returns a shared_ptr from a weak_ptr.

Let me know if I can be of any other help.

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