Rizz (ریز) is a tiny, multi-platform, and minimal game/app development framework, Written in C language. Inspired by The Machinery and sokol libs.It's currently a work in progress, features and improvements will be added constantly to different platforms.
For more detailed information about design principles, architecture and basic usage of the framework, please read the document rizz Architecture and Basic usage, which is also available in docs/guide
Note
This is not a game engine, it's a relatively low-level framework for programmers to build their own engine/renderer/physics on top of it. The core of rizz does not and will not implement any rendering techniques/physics or impose any specific entity system to the user. It just provides the basic building blocks for game developers. Other features will be implemented as plugins.
Features
Core
Portable C code: C11 (gcc/clang), C99 (msvc) compatible code, designed with data-oriented mindset.
Plugin system: Engine has a small core. Many functionalities are implemented through plugins.
Minimal Dependencies: No external/large dependencies. Only a handful of small dependencies included in the source.
Hot-reloading of C/C++ code: Plugins/Game code are all hot-reloadable with some restrictions and rules.
Fiber based job system: Simple to use fiber-based job system.
Reflection: Provides simple reflection system for structs, enums and functions along with built-in JSON serialization/deserialization.
Async Asset Manager: Flexible reference counting asset manager. New asset types can be added by third-party code to the manager.
Hot-reloading of assets and shaders: All in-game resources and shaders can be hot-reloaded.
Virtual file system: Async read/write. Directories or archives can be mounted as virtual directories.
Support for coroutines: Coroutines can be suspended for N frames or N milliseconds.
Custom crash handling: Custom callbacks for crashes. Along with Crash.dmp file creation (windows only)
Graphics
Multiple graphics API support: Metal (iOS, MacOS). OpenGL-ES 2/3 (Android). Direct3D11 (Windows), OpenGL 3.3 (Linux)
Portable shaders: Write shaders once in GLSL, toolset will automatically translate the shader to other APIs.
Multi-threaded GPU command-buffer: Draw commands can be submitted by multiple threads with staged API.
Compute shader support (Experimental): Experimental compute-shader support, currently only under Direct3D, more backends will be added.
Plugins
Many of the engine features are implemented in the plugins, visit each link to read their README:
Remote Profiler: Integrated Remotery for remote debugger/command console and log viewer.
Graphics API introspection: Debug application level graphic calls and objects.
Memory Debugger: Debug and monitor memory allocations for all subsystems.
Supported platforms
Windows
Linux
MacOS
Android
RaspberryPI
iOS
Build
rizz is designed to run on all major mobile (iOS, android), PC (Windows, Linux, MacOS) and web (WebASM) platforms.But as the engine is in it's early age, the current platforms are built and tested:
Windows: Tested on Windows10 with visual studio 14 2015 update 3 (Win64).
Linux: Tested on ubuntu 16 with clang (6.0.0) and gcc (7.3.0). Package requirements:
libx11-dev
libxrandr-dev
libxi-dev
libasound2-dev (if you are planning to build sound plugin)
libglew-dev
MacOS: Tested on MacOS High Sierra - AppleClang 9.1.0
Android: For android, there is a python script android.py which takes care of preparing android project structure, building the code and packaging the final APK. please read the begining of android.py.
libasound2-dev (if you are planning to build sound plugin)
iOS: For iOS, there is a python script ios.py which takes care of initializing iOS project
CMake options
BUNDLE (default=0, android/ios=1):
BUNDLE=0 indicates that rizz is built as an executable host which runs the gameby rizz --run game.dll (on linux it's rizz --run ./game.so). Recommended for development,where you need reduced binary sizes and live-reloading of game code and plugins.
BUNDLE=1 Builds rizz as static library. To link and bundle rizz and other plugins with asingle stand-alone executable, so there will be only one executable and bundles rizz and all theplugins you specify. to build the bundle properly, you should set these cmake arguments on configure:
BUNDLE_TARGET: target name of the executable you are trying to build (first example: -DBUNDLE_TARGET=01-hello)
BUNDLE_TARGET_NAME: if the cmake target and the actual name of your application differs, useargument to address that. (first example: -DBUNDLE_TARGET_NAME=hello)
BUNDLE_PLUGINS: list the plugins that is required by your application, separated by semicolon.(first example: -DBUNDLE_PLUGINS=imgui)
ENABLE_HOT_LOADING (default=1, android/ios=0)Enables hot reloading of assets and monitoring the assets directories. Doesn't work on mobile OSes.
Copyright 2021 Sepehr Taghdisian. All rights reserved.
https://github.com/septag/rizz
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