Gameplay - The Game Framework

Gamplay - The Game Framework

The gameplay framework is a cross-platform, C++, 2D/3D game framework that includes a runtime library, tools, and learning content that allows indie developers to write games for mobile and desktop platforms without worrying about platform details.

The project is open-source under the Apache 2.0 license.

Features The framework offers a well-defined, 2D/3D game framework that’s designed to get the most out of today’s mobile and desktop platforms. Its purpose is to help you create stunning, world-class, games that harness the power and performance of the platform without being concerned about the platform details. This is accomplished through a set of C++ classes that are built on top of the OS, providing access to the hardware, graphics, and audio libraries (including OpenGL, OpenGL ES, and OpenAL).

These classes allow you to:

Build your game without worrying about platform details

  • Drive your game with application initialization, update, and render events.
  • Control your game with touch screen, keyboard, accelerometer and gamepad support.
  • Manage your game assets with an abstraction layer over the device’s file system.

Create game components with ease

  • Add visuals with scene, node, camera, lights, model, sprites, materials, animation, physics and AI classes.
  • Control and position the game using the viewport, camera, and audio listener.
  • Manage fundamental elements such as fonts, colors, and curves.
  • Update game data with built-in math classes for vectors, matrices, rays, planes, bounding volumes and their associated operations.

Improve your game and learn

  • Supports TrueType fonts and Autodesk FBX interchange scene formats to import and binary encode your 3D game assets into bundles.
  • Built-in materials and shaders to enhance your game’s rendering.
  • Both mobile and desktop platforms are supported for ease of portability and tooling options.
  • Documentation, tutorials, and code samples are provided.

Enjoy for creating games with Blender !

According to the website, it’s right now just an API that you hook your own C/C++ code to (ie. not visual at all).

Why would anyone today want to send their workflow back 15 years (when it was still common for game engines to be just that and you had to code your own editor if you wanted visual design), they might’ve wanted to wait until the planned editor was complete?

@Ace Dragon : Editor is coming soon !

Yes, I mentioned that at the end of my post, just saying it may have been a good idea to wait until they have the editor in place so they could show it as a complete dev. environment on the website.

What is wrong with “just an API that you hook your own C/C++ code to”?

The purists might like it (those who prefer to roll their own own specific tools on a per-game basis, check for example), but most people nowadays will not want to spend up to several months coding the tools they need to even get their game started.

There’s nothing intrinsically wrong with that idea, just that the average game made that way tends to take far longer to get from start to finish.