Need help with Fiber2D?
Click the “chat” button below for chat support from the developer who created it, or find similar developers for support.

About the developer

s1ddok
424 Stars 40 Forks 501 Commits 4 Opened issues

Description

Cross-platform 2D Game Engine in pure Swift

Services available

!
?

Need anything else?

Contributors list

# 36,774
Jupyter...
generat...
Objecti...
ml
459 commits
# 12,846
Go
React
directx...
vulkan
17 commits
# 339,163
Swift
Scala
directx
iOS
5 commits
# 3,278
imagema...
sass-fr...
splash
pipelin...
1 commit

Fiber2D

Join the chat at https://gitter.im/Fiber2D/Lobby

Swift Version Build State Target Platforms

This project originated as cocos2d-objc rewrite to Swift. As I stopped commiting to the repo since June, because Obj-C is dead for me.

This is still in a very alpha state, but you already can build some games with it, even though it may be unpleasant process as I change API almost every day. The project served as

.dylib
(
.so
on
Linux
/
Android
) that builds by Swift Package Manager. It requires some project config in order to use it, but you can experiment with the demo provided in the repo. Generally the project should be considered unstable and most of the API is likely to be changed.

Basement

We worked hard before starting this project and it relies on several self-made libs we made: * SwiftMath (@s1ddok, @stuartcarnie) * SwiftBGFX (@stuartcarnie)

Thanks to them we currently have: * Ultra fast cross-platform math lib, that works with

SIMD
on
Darwin
platforms and has self-implemnted algorithms to run on
Glibc
based environment. Not speaking of zero ARC impact and modern swifty syntax features. * Modern agnostic renderer, which works with following list of backends out of the box: * Direct3D 9, 11, 12 * Metal * OpenGL 2.1, 3.1+, ES 2, ES 3.1 * WebGL 1.0, 2.0

What it looks like?

Currently this repo only contains demos for

Linux
,
Android
,
iOS
and
macOS
.
macOS
demo can use both
MetalKit
and
SDL
.
iOS
demo only supports
MetalKit
for now and can be easily ported to
tvOS
.
Linux
and
Android
demos can only be compiled with
SDL
, hence only
GL
rendering backend is available.

You can get the idea from this GIF: Fiber2D Demo Gif

Goals (updated 29 DEC 2016)

My goals for the near future are (order means nothing):

  • Port to
    Windows
  • Introduce basic
    UI components
    (Button, Slider, Label)
  • Introduce GPU computed
    Particle systems
  • Drop the concept of
    contentScale
    and use
    one set of assets
    for all screen resolutions
  • Add support for more asset format loading from
    .jpg
    to
    .pvr
  • Add easy post-processing mechanism

We have a trello which I will try to maintain soon.

Build

macOS

  1. Clone

$ git clone --recursive https://github.com/s1ddok/Fiber2D.git
  1. Call helper script, that will do all the preparation stuff for you.
   cd external/SwiftBGFX/3rdparty/bgfx
   make osx-debug64 
  1. Generate XCode project
   cd ../../../../
   make xcodeproj-macos
  1. Open XCode project, compile and run. You should see the demo yourself.

iOS

  1. Clone, build
    bgfx
    for
    iOS
  2. make xcodeproj-ios
  3. Open demo XCode project, drag
    Fiber2D-iOS.xcodeproj
    somewhere in
    System/iOS
    group (just for reasonable structure).
  4. Go to
    Project Settings
    ->
    Fiber2D-demo-iOS Target settings
    . Add all frameworks from
    Fiber2D-iOS
    to
    Embedded binaries
    : Embedded binaries example Double check that the same binaries appear in
    Target dependencies
    section of
    Build Phases
    .
  5. Compile and run

Contributors

  • @stuartcarnie did initial setup of the bgfx renderer along with general support on how to use it
  • @gonzalolarralde helped with Android port of libDispatch/libFoundation and Fiber2D itself.

Questions

You can reach me on twitter (@s1ddok) or by e-mail in my profile.

LICENSE (BSD 2-clause)

All parts in this package (Fiber2D, SwiftMath, SwiftBGFX and bgfx itself) use the same license.

Copyright 2016 Andrey Volodin. All rights reserved.

Redistribution and use in source and binary forms, with or without modification, are permitted provided that the following conditions are met:

  1. Redistributions of source code must retain the above copyright notice, this list of conditions and the following disclaimer.

  2. Redistributions in binary form must reproduce the above copyright notice, this list of conditions and the following disclaimer in the documentation and/or other materials provided with the distribution.

THIS SOFTWARE IS PROVIDED BY COPYRIGHT HOLDER ``AS IS'' AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.

We use cookies. If you continue to browse the site, you agree to the use of cookies. For more information on our use of cookies please see our Privacy Policy.