BeamNG.Earth
A 1:1 scale streamed Earth for BeamNG.drive: real elevation and satellite imagery, floating origin, LOD streaming from a companion server
An object oriented game engine for the Roku
GamesBrighterScript · JavaScriptGitHub @markwpearceOnlineOwner unconfirmed
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Loading the full README. The saved excerpt is shown below.
An object-oriented game engine and 2D/3D drawing library for Roku, written in BrighterScript.
Build a full game with entities, rooms, collisions, input, and UI - or just pull in the renderer to draw sprites, shapes, billboards, and wireframe/solid 3D models on top of your own Roku app. Same engine, use as much or as little of it as you need.
Asteroids example - 2D movement, collisions, and scoring
3D example - loading and rendering .stl 3D models with the pseudo-3D renderer
Snake example - grid-based movement and a growing collision shapeRead the full README ↗An object-oriented game engine and 2D/3D drawing library for Roku, written in BrighterScript.
Build a full game with entities, scenes, collisions, input, and UI - or just pull in the renderer to draw sprites, shapes, billboards, and wireframe/solid 3D models on top of your own Roku app. Same engine, use as much or as little of it as you need.
GameEntity, GameScene, and lifecycle hooks (onCreate, onUpdate, onCollision, onDrawBegin/onDrawEnd, ...) give you the same shape as Phaser, HaxeFlixel, GameMaker, or Unity - minus the visual editor..stl) with wireframe, solid, and shaded draw modes - all built on Roku's roCompositor/Draw2D, so it runs on real hardware.Renderer/Canvas layer works standalone if you just want a capable drawing library for an existing Roku app, without adopting the full game loop.sub main()
game = new BGE.Game(1280, 720)
game.fitCanvasToScreen()
game.loadBitmap("player", "pkg:/sprites/player.png")
scene = new MainScene(game)
game.defineScene(scene)
game.changeScene(scene.name)
game.play()
end sub
class MainScene extends BGE.GameScene
sub new(game as BGE.Game)
super(game)
m.name = "MainScene"
end sub
override sub onCreate(args as roAssociativeArray)
m.game.addEntity(new Player(m.game))
end sub
end class
class Player extends BGE.GameEntity
sub new(game as BGE.Game)
super(game)
m.name = "Player"
end sub
override sub onCreate(args as roAssociativeArray)
m.position = m.game.canvas.renderer.getCanvasCenter()
bitmap = m.game.getBitmap("player")
region = CreateObject("roRegion", bitmap, 0, 0, bitmap.GetWidth(), bitmap.GetHeight())
m.addImage("sprite", region)
m.addCircleCollider("body", bitmap.GetWidth() / 2)
end sub
override sub onInput(input as BGE.GameInput)
m.velocity.x = input.x * 10
m.velocity.y = input.y * 10
end sub
override sub onCollision(myCollider as BGE.Collider, otherCollider as BGE.Collider, otherEntity as BGE.GameEntity)
m.game.postGameEvent("player_hit", {by: otherEntity})
end sub
end class
This exact code lives in examples/quickstart as a runnable app. See the Documentation for the full API, and the examples below for complete, runnable projects.
The examples/ directory has full Roku channels you can build and run:
| Example | What it shows |
|---|---|
quickstart | The minimal MainScene/Player example from above, as a runnable app |
asteroids | A complete 2D game - player movement, bullets, collisions, particle-style explosions, sound |
pong | Classic 2D Pong, playable in both 2D and 3D camera modes |
snake | Grid-based movement and growing collision shapes, in 2D and 3D |
platformer | A side-scrolling, multi-level platformer demonstrating gravity, jumping, and collision resolution built on top of the engine's detection-only collider system - plus sound, particle effects, and a full BGE.UI menu/HUD |
rpg | A Link to the Past-style top-down world (work in progress, issue #63): an auto-tiled town built from character-grid map data, free movement that slides along walls, props the player walks in front of and behind, and fade transitions between the town and a castle interior using persistent entities |
fighter | A two-player Street Fighter 2-style fighting game (work in progress, issue #295): one controller per player, fixed 60 Hz frame data, separate hitbox/hurtbox colliders, blocking, hit-pause, a parallax stage and a best-of-3 HUD |
Scaffold a new example (manifest, icons/splash, package.json, a minimal MainScene) with:
npm run create-example -- <name> ["Display Title"]
The BrighterScript Game Engine public repository is on Github
Clone the project:
git clone https://github.com/markwpearce/brighterscript-game-engine.git
This project includes various example Roku apps in the examples directory. To run them, you will need a Roku and have it set up properly for doing development. See: https://developer.roku.com/en-ca/docs/developer-program/getting-started/developer-setup.md.
To run the examples:
Install dependencies:
cd brighterscript-game-engine
npm install
npx ropm install
You will need to set up each project in the examples directories. You can do this by using this script:
npm run prepare-examples
You can manually build the examples from the command line and manually add the zip files to your Roku:
npm run build-examples
The above command will generate example .zip files like ./examples/asteroids/out/bge-asteroids.zip
To build one example and run it on your Roku in one step, put ROKU_HOST and ROKU_PASSWORD in a .env file at the repo root, then pass the example's folder name and any deep-link params:
npm run run-example -- rendererTest demo=lighting
We recommend you install the great Brightscript Language VSCode Extension.
Create/edit a .env file to specify the details for you target Roku device:
ROKU_USERNAME=<roku development username - default is rokudev>
ROKU_PASSWORD=<roku development password>
ROKU_HOST=<local IP address of the target roku>
Then simply run one of the Debug configurations from the Debug tab.
Add it as a dependency and install with ropm:
npm install brighterscript-game-engine
ropm install
By default, ropm renames every package's namespace to avoid collisions - so without any extra config, you'd need to reference the engine through its installed name, e.g. new brighterscriptgameengine.BGE.Game(...).
To use the engine directly as BGE.* (as shown throughout this README and the examples), add ropm.noprefix for it to your own project's package.json - this is a per-consumer opt-out, safe to use because BGE is this engine's own deliberate top-level namespace, not an auto-generated one:
{
"ropm": {
"noprefix": ["brighterscript-game-engine"]
}
}
Also add the standard roku_modules diagnostic filter to your bsconfig.json - this is a normal, expected pattern for any project consuming ropm dependencies (this engine's own bsconfig.base.json does the same for its rodash dependency), and avoids noise from a couple of known upstream ropm/brighterscript typedef-validation issues (rokucommunity/ropm#148, rokucommunity/brighterscript#1757):
{
"diagnosticFilters": [
{ "files": "**/roku_modules/**" }
]
}
BGE.GameScene/BGE.GameEntitySubclassing one of the engine's own classes and passing an instance back into an engine method (e.g. game.defineScene(new MainScene(game)), or calling super(game) in your subclass's constructor) currently trips a real upstream brighterscript bug (rokucommunity/brighterscript#1758): the generated type declarations reference the class's internal compiled name instead of its real type, so bsc --validate reports an argument-type-mismatch for this - completely ordinary and expected - pattern. The roku_modules filter above doesn't cover this, since the error is reported against your own file, not a roku_modules one.
This is a static type-checker false positive only - type annotations aren't enforced at runtime, so your game still runs correctly regardless. If your own CI gates on bsc --validate reporting zero errors, you'll need to account for this until it's fixed upstream.
Documentation can be found here
This project was originally forked from Roku-gameEngine by Austin Sojka, and converted into BrighterScript. This work owes a lot to this original project!
Thanks also to:
3d | Loading and rendering .stl 3D models with the pseudo-3D renderer |
pixels | A tour of drawables - polygons, rectangles, sprites, and more, one scene per shape |
canvas | Using the engine's canvas/renderer as a standalone drawing surface |
hybrid | Mixing this engine's Draw2D-based rendering with a SceneGraph app |
rendererTest | A manual test harness used while developing the renderer itself |