An open-source C++ game engine using SFML and SDL 2 to build and export games for Nintendo Switch, Web, Mobile, and PC.
is::Engine is an open-source C++ game engine that uses SFML 2 and SDL 2 to facilitate cross-platform game development. It enables developers to create 2D games and applications that can be exported to Nintendo Switch, Web (HTML5), Mobile (Android/iOS), and PC platforms from a single codebase, simplifying the porting process.
Game developers and hobbyists looking for a C++-based framework to build 2D games with multi-platform deployment, especially those targeting niche platforms like Nintendo Switch alongside web and mobile.
Developers choose is::Engine for its unique ability to bridge SFML projects to SDL 2 and Emscripten, offering extensive platform support without sacrificing the familiarity of SFML's API, along with built-in systems for scenes, resources, and physics.
C++, SDL 2 and SFML game engine that allows to create games on Nintendo Switch, Web (HTML 5), Mobile and PC.
Uniquely supports Nintendo Switch export alongside web, mobile, and PC, enabling C++ game deployment to consoles without proprietary SDKs, as shown in the Switch installation guide.
Allows SFML 2 code to run on SDL 2 and Emscripten, facilitating cross-platform porting with minimal code changes, using macros like IS_ENGINE_SDL_2 for flexibility.
Provides built-in scene management, resource handlers (GRM, GSM), and Box2D physics, reducing boilerplate code for 2D game logic, as demonstrated in the Hello Scene example.
Includes default English and French support with a language manager, simplifying localization for global audiences without external libraries.
The README admits that key SFML features like Render Texture are unsupported, limiting advanced rendering techniques on all platforms.
Critical libraries such as TMXLite and TinyFileDialog are not available in the HTML5 export, restricting feature parity and requiring workarounds for web games.
Each platform (e.g., Switch, Android, Web) requires distinct, multi-step installation with manual environment variable edits and CMake file updates, increasing initial overhead.
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