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Bigosaur CB Engine

Based on 10 years of experience, I have decided to make a new version of my game engine. I have released 11 games with it so far successfully, but it is missing some key features.

Things I'm adding to version 3 of my game engine:

  • Lua scripting - players really want to mod my games. Also, I hate having to always virus check every executable. So, single executable for all games if possible. This means fully moddable game logic and menu system. Basically, you can mod the game into a completely different game if you want, as long as it's 2D.
  • Scene graph - declare objects and their animations and let the C++ rendering engine do its job efficiently. The draw calls and tick() stay in C++, but you can schedule custom code calls with cbExecuteCode() function. This can be tied to some animation key frame or simply a timer.
  • Web port - Run the games in browsers via wasm
  • Android port - Run the games on Android. In the past I would write the whole game using libGDX, which is fine, but having a single code base is much easier.
  • Change Settings during gameplay - previous games had a separate menu for settings and once you start playing, you cannot access it. No longer the case, you can change keybindings, animation speed, etc. while playing.
  • Dynamic keyboard/controller icons - press a key, show keyboard icons - push a stick, show controller icons. With support for XBox, Steam Deck, PlayStation and Nintendo Controllers.
  • Use gamecontrollerdb.txt - using the game controller database directly intead of conversion step and compilation every time.

The engine had no name so far, but I have decided to give it one. It was built for a game called Cursed Blood, but I have since pivoted into a basketball themed game called Clutchtime Basketball. Since both games have initials CB, the engine is now called CB Engine.

read more...   Bigosaur, 2024-08-20


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