Sculpture Clay 2 engine
My second take on writing general purpose, easy-to-use and rather powerful engine. It's open source (GNU LGPL), so you can grab the sources from the SVN by installing SVN client (ie. TortoiseSVN) and typing in console svn checkout http://tools.assembla.com/svn/SC2.

Engine is written in portable C++, with SDL, OpenGL, SDL_Image, SDL_TTF, SDL_Mixer, SDL_Config, AntTweakBar, AngelScript and few Boost libraries. Probably it'll also use FMOD EX (as alternative sound player), GLee, TinyXML and some unknown yet GUI library. It's compiled to DLL, and accompanied by a bunch of interactive test programs, as well as some auto tests (yup, TDD with UnitTest++). Documentation is written directly in source code from which NatualDocs generates nice html files. If I'll find some time, I'll write more about its architecture.
Sculpture Clay 2 :: Nurgle Edition
Finished 1 june 2007 after approx half year of coding, features:
- MemoryMgr
- Logger
- Kernel
- ErrorSystem
- Timer
- Input / Events
- Math utils
- Renderer
- templated ResourceMgr
- TextureMgr
- FontMgr
- Application configuration through cfg files
You can download full source code + executables(win32) of this edition here: SculptureClay2.zip (3.28 MB, zip, downloads: 94)
Among upgrades to existing code base, some more subsystems are planned for Tzeentch and Slaanesh editions:
- AudioPlayerDONE
- Profiler
- ParticleMgr
- Interpolation and Trigger mgrs
- Console
- Serialization ala' Enginuity or Boost
No Bunnies Attached
My biggest and most complicated designed (not implemented) game so far. Design doc has been finished years ago, though it's constantly refined and polished. Currently it is on hold, waiting till Magic Pencil will be finished and I'll get few other things out of my way.
It will feature Krzesimir and Zgrzegrzyslaw, your two favourite bunnies (yep, it's unofficial sequel to Herbata Kto Ty Tak Króliczek). As for the gampeplay, it will be very different from it's predecessor, more concentrated on physics.
