A game / game engine using Raylib with a "Wireframe" visual style
Tip
Please also check out its brother project Wireframe Editor.
A tool for generating Levels for this project.
The project is designed in such a way that compiling should not be a hard task. Thus making compiling extremely convenient and quick.
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Dependencies
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To compile, just run
makeat the project's root. -
The final executable is named
wireframe.
Warning
Build support for Microsoft Windows is not implemented yet.
Note
You can cross-compile from Linux to Microsoft Windows.
Requires: x86_64-w64-mingw32-g++ + everything from Linux dependencies.
Run make win, the final executable is named wireframe.exe and can be run on windows.
Warning
Build support for MacOs and the BSD-family isn't implemented yet.
Note
As their structure ends up being very similar to Linux, you can hack your way to a working build on said systems by grabbing a copy of Raylib 5.5's source code and supplying your own built static library to link against.
You can pass the following argument to make:
make DEBUG=1
to get a debug build of the project
The debug mode currently allows you to see bounding boxes / hitboxes of most dynamic objects in the game, as well as giving some helpfull keybinds for debugging.
Use the Make target release to generate a release build. This does the following:
- Disables debug info.
- Disables
[DEBUG]level on logging. - Enables Optimizations. (-O2 by default).
- Builds: The default target and win. (cross compile to Windows)
- Packs the levels and needed assets to a directory named Release and compacts it accordingly to its target platform.
Not much different from a regular build without debug flag, exept optimizations.
This projects integrates with LogNest.
The engine, by default, writes its log to latest.log at the main executable path.
For convenience, it's also suggested nestreader
The CLI tool will automatically print the log, while also coloring each log type with a corresponding color.
WIP.


