A 2-D game engine written in C++.
lumos-demo.mp4
- Run
meson setup build
to create the build directory - Go to build directory with
cd build
- Run
meson compile && ./debug
- To change target file change the same in
meson.build
- In the parent dirctory calkl
meson build --buildtype debug
- Here
build
is the directory name. We(Lumos Team) are choosing this by convention. If you want to rename it remember to add it to.gitignore.
- Furthermore,
debug
refers to build type. You can choose fromplain
,debug
,debugoptimized
,release
,minsize
,custom
. You can read more about it here. - Then proceed as stated in How to run
- For GLFW and GLEW:
sudo apt-get install libglfw3-dev libglew-dev
- For spdlog:
sudo apt-get install libspdlog-dev
- glm version
0.9.9.8
(pre installed as header library inLumos
directory)
- The engine code is present in
Lumos
directory - Testing out feature can be done by making another file in
Test
folder (change the target inmeson.build
)
The documentation for this project can be found here.
#include "spdlog/spdlog.h"
int main()
{
spdlog::info("Welcome to spdlog!");
spdlog::error("Some error message with arg: {}", 1);
spdlog::warn("Easy padding in numbers like {:08d}", 12);
spdlog::critical("Support for int: {0:d}; hex: {0:x}; oct: {0:o}; bin: {0:b}", 42);
spdlog::info("Support for floats {:03.2f}", 1.23456);
spdlog::info("Positional args are {1} {0}..", "too", "supported");
spdlog::info("{:<30}", "left aligned");
spdlog::set_level(spdlog::level::debug); // Set global log level to debug
spdlog::debug("This message should be displayed..");
// change log pattern
spdlog::set_pattern("[%H:%M:%S %z] [%n] [%^---%L---%$] [thread %t] %v");
// Compile time log levels
// define SPDLOG_ACTIVE_LEVEL to desired level
SPDLOG_TRACE("Some trace message with param {}", 42);
SPDLOG_DEBUG("Some debug message");
}