How to use Isetta Engine¶
This page gives you an index of how to do certain game development tasks using Isetta Engine.
The best way to get started quickly is to browse through our example levels here.
- How to set up the development environment? Visit our Isetta-GameTemplate Git repo
- Basics: what are the assumptions and conventions we made?
- Levels: what does a level mean and how to define/load levels?
- Entity/Transform: how to define/create/work with them?
- Components: how to define/add/work with them? what are they capable of?
- Execution Order: what's the execution order of Isetta's submodules and different methods in Component?
- Graphics: how to add meshes and animations, and tweaking lights?
- Audio: how to read and play audio?
- Input: how to receive inputs?
- Collisions: how to work with collisions in Isetta?
- DebugDraw: how to use debug draw for lines, cubes, axis, etc?
- Logging: we all know
print
is the best way to debug, right?! - Networking: Wait, you sure you want to make a networked game during this jam???
Important Notes¶
Engine Header
You must include #include <IsettaEngine.h>
at the first line of all of your .h
and .cpp
files
Memory Management
Isetta Engine takes care of memory management for the most part, and you should not try to call new
or delete
on built in classes like levels and components.