This is by the same person that was behind "The Nebula Device" and "Nebula 2" and "Nebula 3" at Radon Labs.<p>Oryol is a great new take on some of the core concepts of Nebula 3, but in a C++11 environment and being able to rely upon more modern compilers, libraries, etc.
I've spent the last few weeks to move the python build scripts into its own project (<a href="https://github.com/floooh/fips" rel="nofollow">https://github.com/floooh/fips</a>), that's why the Oryol master branch is a bit quiet at the moment, the build system stuff happens on the 'fips' branch (but this is only tested on OSX so far).
That'sa some nice code you've got there! You should share this over at <a href="http://www.reddit.com/r/gamedev" rel="nofollow">http://www.reddit.com/r/gamedev</a> They might appreciate it more than the HN crowd.
This looks nice. I'd like to try it out. Seems to be taking a sort of opposite approach to Polycode's maximalism. But if you're interested in this lib, I'd say, give Polycode a look over too.<p>It runs and builds on OS X/Windows/Linux, and includes a built-in content IDE, and full lua integration, with a lua script editor built in the IDE— theoretically you can make whole games from within Polycode's IDE, but I personally prefer to work with it in raw C++, and use the IDE for creating and importing content for a game.<p><a href="https://github.com/ivansafrin/Polycode" rel="nofollow">https://github.com/ivansafrin/Polycode</a><p>Polycode is currently lacking support for web, iOS, and Android, but it's on the roadmap.<p>Anyway, nice engine you've got going! Gonna have to try out the demos and see how it works!
Being a fan of things such as MOAI and openresty/luvit, which are essentially C/C++ engines within a Lua body, I am of the opinion that C/C++ frameworks still have a lot of life in them. And there is something very fresh about oryol .. its indeed a very usable framework as well as a decent code base, from the perspective of contributing ...