hipreme_engine 1.0.1
Open-Source D Game Engine
To use this package, run the following command in your project's root directory:
						Manual usage
						
						Put the following dependency into your project's dependences section:
					
This package provides sub packages which can be used individually:
hipreme_engine:build_selector - A minimal D application.
<p align="center"> <img src="engine_logo.svg" width="300"/> </p>
<h1 align="center"> <a href="https://github.com/MrcSnm/HipremeEngine/wiki/Getting-Started">Getting Started</a> </h1>
The engine maintains some global options which you can modify it on source/global/opts.d:
- HE_DEBUG -> Use that for creating a debug version for the engine only
 - HENOLOG -> Disable the global logging functions
 - HEERRONLY -> Maintain only error logging
 
Current features
- Input handler and text input with selected keyboard layout;
 - Xbox One/Series Gamepad implementation;
 - Minimal Matrix/Vector implementation;
 - Asset packing, appending, updating and reading for faster performance(less IO);
 - Multi threaded asset loading and decoding (image).
 
Platforms
- Xbox Series (UWP): build/uwp
 - Android: build/android
 - Browser (WebAssembly): build/wasm
 - PS Vita: build/vita
 - MacOS : build/appleos
 - Windows
 - Linux: Requires libgl1-mesa-dev for opening X11 window and OpenGL
 
Features
- Simple build system
 - Virtual File System
 - Centralized asset locator with caching
 - File reading with progress notification
 
Rendering
- Metal 2.4
 - Direct X 11
 - OpenGL 3
 - OpenGL ES 3
 - OpenGL ES 2
 - WebGL 1.0 (OpenGL ES 2 emulated)
 - HipRenderer (abstraction)
 
Features
- Sprite
 - SpriteBatch
 - GeometryBatch
 - FrameBuffer
 - BitmapText
 - Shader
 - Material
 - Tiled maps
 
Audio
- OpenSL ES
 - OpenAL
 - XAudio2
 - WebAudio
 - HipAudio (abstraction)
 
Features
- Streaming
 - 3D audio
 - Low Latency on Android -> See flags at config/opts.d 
HIP_OPENSLES_OPTIMALandHIP_OPENSLES_FAST_MIXER 
Decoding
- Images: PNG, JPG, BMP, TIFF and maybe others via arsd-official:image_files
 - Audio: MP3, OGG, WAV, FLAC via audioformats
 - Tiled: TSX and TSJ parser
 - TextureAtlas: JSON, ATLAS, XML and TXT(Spritesheet) parser
 - Font: FNT, TTF, OTF
 - Pack: HapFile(Hipreme Asset Packing File)
 - Settings: INI/CONF, JSON (HipremeEngine own's implementation that simulates std.json but faster) and CSV
 
Coding
- Scripting:
 
- D ( check api module for reference )
 
- Filewatcher for recompiling the script
 - Live reload ( no engine restart for coding )
 
- Lua (outdated)
 
Next steps
- GLSL to HLSL transpiler
 - Multi threaded audio decoding (currently only single threaded is supported)
 - Create a proof of concept
 
Issues list
- ~~D3DReflect needs to link to D3dcompiler43 instead of 47~~ -> Fixed, directx-d D3DReflect had a wrong GUID
 - You can't spawn an Object from within an interface without calling 
hipSaveReforGC.addRoot. This is a bug on DLL implementation which doesn't actually add the new object spawned from an interface as a leaf. 
- 1.0.1 released 2 years ago
 - MrcSnm/HipremeEngine
 - CC BY-4.0
 - Copyright © 2018 - 2022, Hipreme
 
- Authors:
 - Sub packages:
 - hipreme_engine:build_selector
 - Dependencies:
 - util, config, audio, console, hipengine_api, filesystem, bind, timer, renderer, tween, math, assets, error
 - Versions:
 - 
						
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 - Short URL:
 - hipreme_engine.dub.pm