Small update for those who are interested. Instead of creating an engine, I’ve resorted to merely creating a framework that you can utilize to make your own engines. They are only project templates, so feel free to add/remove/change code to your liking. I’m by no means an expert programmer, so you probably won’t see the best code and program structure. But if even one person finds it useful, I’ll be happy. Also, I’m not great with documentation. It’s something I know I need to do as a standard, so I apologize for the major lack of it.
You can still find it on my GitHub page here.
! So, over the past year or so, I’ve been teaching myself C# through various means. I’ve always wanted to make an engine with C# for the community, and I’m trying to do just that. But I’m not promising anything. I’m rather content with what I’ve written so far, even though I know it’s not the best thing you’ll find. Feel free to leave constructive criticism if you’d like.
! In regards to the features of the engine so far, you can’t really produce a game with it right now. All that’s established is networking, a custom user interface, and graphics. There’s just a test menu displaying what the custom GUI can do, and that’s pretty much it. Nothing too special.
! Here’s a link to the GitHub repository for the engine.
! I was using SFML 2.1 when building this engine which was the current version at the time. I now see they released a new version (2.2), but I can’t guarantee that it’ll work flawlessly with my code. Use 2.1 just in case. Keep in mind that I’ve got the x86 bindings in the engine now. If you want them to be x64, you’ll have to change it yourself. You can find them on SFML’s website.