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  • Create 2D and 3D games that run on Windows, OSX, iOS, Android, and Palm WebOS in C++
  • Entire engine based on GL (OpenGL ES 1.X or standard Open GL modes)
  • System specifics are totally abstracted, hiding the gotchas and caveats of each platform
  • Scene graph component based system that handles game and GUI objects together (they are the same thing)
  • Sigslot based (with boost::signals) messaging system that lets you dynamically schedule calling entity and component functions, set variables
  • Supports screen stretching to fit any screen size, manual multiple resolution layouts, or a mixture of both
  • Internal component based GUI system with menus, buttons, scrolling, text input (supporting hardware and soft keyboards)
  • Particle system (LinearParticle)
  • Font system supporting in-line coloring, kerning, scaling, wrapping. Imports BMFont generated fonts.
  • Simple to use Sound Manager with smart caching and streaming. (4+ implementations available, including AVAudioPlayer and FMOD)
  • Portrait and landscape mode support with rotation/flip
  • Automatic internal handling to get around power-of-2 texture limitations
  • Socket and HTTP classes, in-game file downloading
  • Powerful 2D image handling with scaling, tinting, rotation, animation
  • FileManager that transparently handles decompressing files when needed, supports mounting zips as filesystems
  • Touch screen, accelerometer, and vibration support
  • RTPack.exe command line tool intelligently handles image conversions to .rttex format, a wrapper that handles multiple formats (including .pvrct)
  • Requires minimum outside dependencies for portability
  • Large group of cross platform utility functions suitable for stealing if you want (Such as RemoveDirectoryRecursively, CreateDirectory Recursively, LaunchURL, etc)
  • Supports premultiplied alpha, can optionally convert on load
  • Separate “system” and “game” timers make pausing the game easy
  • Built-in database system can serialize to/from storage
  • All C++ source is “right there” making debugging easier - don't know how to use a component? Look at its source
  • 3D features provided by the optional pre-integrated Irrlicht component - Proton SDK doesn't use any of its window setup or input code, but only the rendering pieces

The Insane Proton Sigslot based Entity/Component System

  • No messy C++ hierarchy - Only a single entity type that lets you add components
  • No hard-coded Render or Update functions, a very different way to think about and use entities
  • Loose coupling, can call functions, get/set variables without knowing anything about the entity/class - directly or scheduled
  • Dynamic function/variable creation at an entity or component level using a variant data type
  • Components can share data and work together - for example, adding the RenderTrailComponent will add a 'trail' without knowing anything about the component (s) that is actually handling rendering
  • Can request callbacks when data is changed or functions are called
  • You can just ignore the entire entity system if you want, or just use it for your app menus/GUI
proton_features.1292331939.txt.gz · Last modified: 2010/12/14 13:05 (external edit)