A falling sand game engine, that allows for easy implmentation of custom element logic and reactions, one of the main goals of this project was for high performance with low complexity. Mostly this is for internal use, however you can mess around with it if you like!
A massive scale sand engine, although performance is not too bad on large worlds, the point of this engine is for a modular base to build games ontop of (as it already has a custom ECS built with sfml packaged with it)
As the name says, this is not the first, or last Sandgen.
Sandgen is a project a couple of years in the making, i have made many mistakes and will make many more!
I mostly only push changes when they are done, or before i tear them down and make new ones. so at all times you should be able to compile and run the master branch.
There is probably a better way, but just opening with Visual Studio works for me
No, my inspiration is sparse, and promising things kills it most the time. And if the project goes silent, i am most likely updating stuff in the background. Not pushing changes until a major rework/update is a bad habit of mine.
A custom game engine that uses SFML.Net bindings for all the gritty stuff of rendering and audio, its an entity component system, functions closely to a lighter version of unity, If your missing any functionality, making your own components is very easy, and most of the existing components have documentation
(Made right before unity decided to send its engine down the drain, for an unrelated project)