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Eldriann/CSFML_Engine

★ 4 · C · updated Feb 2018

A game engine inspired by Unity

A small C game engine built on CSFML as a school project (Epitech's 'my_' naming convention gives it away), structured around Unity-like concepts: GameObjects, Components, Scenes with load/loop/unload lifecycles, and a basic physics/collision system. Useful mainly as a reference for someone learning how to structure a C game engine without C++ classes, not as something to build a real project on.

The component split is genuinely sensible for C — transform, collider_2d, rigidbody_2d, animation_2d, and text are each isolated files, which keeps the engine readable despite the lack of language-level abstraction. The scene lifecycle (load/loop/unload with a reset_scene helper) solves a real problem in C game loops where state cleanup is usually ad hoc. It also bundles its own physics and audio subsystems rather than just wrapping SFML calls directly, so there's actual engine logic here, not a thin shim.

Dead since February 2018 — 4 stars, 0 forks, single author, no commits since. Manual ownership rules around gameobject destruction (use engine->destroy_gameobject or you leak/double-free via updaters and renderers) are the kind of footgun that's fine in a school submission and bad in anything you'd actually ship. There's no license file, no CI, no tests anywhere in the tree, and the only usage examples live in a separate, equally dormant repo rather than this one. Debug output is toggled by hand-editing a header macro instead of a build flag or runtime option.

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