A component based game engine written in Common Lisp for modern OpenGL (4.3+).
NOTE: This engine is still in construction--but is far enough that certain
simple classes of games can be made with it. The developers (psilord
,
|3b|
, and jgl
) hang out in #colony on irc.libera.chat, and sometimes
#commonlisp on irc.libera.chat. Stop by if you want to help or see how to run
what we currently have, or just to say hello.
NOTE: The DEFINE-TEXTURE-MAP macro DSL is currently in flux in all of the
example projects. This will be fixed once branch psilord/define-texture-map
is completed and merged into develop
.
Writing a game is a difficult thing. So we've created a system and workflow that helps you describe the elements needed to write 2D or 3D games. We designed several domain specific languages that make it easier to describe, manipulate, and use assets commonly found in game making. Such assets include (but are not limited to) textures, materials, shader programs, and scene trees of actors that are available for instantiation. Colony Engine also knows how to accept input from keyboards and most joysticks and gamepads.
The component system is a hybrid model between an ECS and an object model. The
components are defined similar to CLOS defclass
, and regular generic methods
can be used with them. Components are added to Actors which represent game
concepts like players, scenery, effects, etc. We define a component protocol
invoked by Colony Engine to move your components to the next state and render
them each frame.
Colony Engine is not yet available in Quicklisp, but you can use Quicklisp to load it once you clone it.
NOTE: cl-opengl
has a feature in it to work around an Intel GPU bug that
causes a severe performance problem in most cases where people aren't using the
buggy Intel driver. While you aren't required to perform the actions in this
note, if you do, Colony Engine's performance will be much better. Colony Engine
disables this feature in Colony Engine's ASD file. However, if there are
cl-opengl
FASLs which have been pre-cached, they need to be recompiled. So,
first recursively remove ~/.cache/common-lisp/*
or wherever you store your
FASLs. Then, ensure that Colony Engine is FIRST in any :depends-on
line
for your Colony Engine projects. Then, load a Colony Engine project as the
first thing you do with in a REPL with the removed FASLs, so that cl-opengl
is required by Colony Engine's ASD, which will turn off the feature. If you
try and load something other than Colony Engine that requires cl-opengl
, then
the feature won't be turned off and the performance problem will still happen.
cl-opengl
will probably be fixed to change this behavior in a future commit,
but until then this is a fix for a performance problem.
To manually install such that Quicklisp will be able to find Colony Engine, clone this repository into your local-projects directory.
cd ~/quicklisp/local-projects
git clone https://github.com/colonyengine/colony.git
cd colony
NOTE: The develop
branch is the default branch and is periodically synched with master.
NOTE: SBCL's default memory heap size is insufficient to run all the
examples. Please ensure that your SBCL (either on the console, or in your SLIME
or SLY configuration) is started with the command line argument
--dynamic-space-size 24000
(24GB) or a memory amount that is the size of your
RAM on your machine. Leaving it at the default value will cause Colony Engine
to eventually fail with a heap exhaustion error (often while loading
textures).
To start an example that is already present in Colony Engine, issue the following in your REPL:
;; Done once after cloning to ensure Quicklisp finds all Colony Engine
;; ASD files.
(ql:register-local-projects)
(ql:quickload :colony-examples)
(in-package :colony-examples)
;; ESC will exit the engine when running these examples....
;; To show the GLTF damaged helmet (mouse will drag and move it around.)
(colony:start
:config 'colony-examples
:scene '(("damaged-helmet-turn-table" examples)))
;; To run the Protect the Planets game (requires an xbox-like gamepad to play)
;; Directions:
;; Press Start to play.
;; Use d-pad to move around 8-way.
;; Hold right shoulder to pivot while moving.
;; Hold left shoulder for half-speed.
;; Hold A (or whatever mapped to A) button to fire.
;; Esc on keyboard quits.
(colony:start
:config 'colony-examples
:scene '(("protect-the-planets" ptp)))
;; To run some interesting art that we
;; ported from shader-toy and hand modified.
;;
;; NOTE: Use mouse (drag LMB) to look around!
(colony:start
:config 'colony-examples
:scene '(("art6" examples)))
;; To run a menu selector for all examples including those above:
;; And ensure to pay attention to the keyboard interface to move in and
;; out of the examples.
;;
;; NOTE: Due to an unfinished feature the sprite example and the
;; protect-the-planets example cannot be run in the same session. You'll have
;; to exit Colony Engine and restart it if you ran either the
;; protect-the-planets example, or the sprite example, and would like to run
;; the other one.
(colony:start
:config 'colony-examples
:scene '(("example-selector" examples)))
;; ESC exits
;; A project may have multiple configurations when it executes, such as
;; different resolutions, physics update speeds, or different prefabs in the
;; initial scene, etc, etc. To find and start the default configuration for a
;; project, simply:
(colony:start)
The example selector shows many examples.
The test suite will eventually test all layers and components of the internal
engine codes and the support libraries. We currently use parachute
for our
testing methodology.
To run the Colony Engine test suite, run this at the repl:
(asdf:test-system :colony)
Licensed under the MIT License.
A copy of the license is available here.
- Colony Engine was hard forked from Virality Engine on 2024-03-14.