AdaEngine is a game engine fully written on Swift. The main idea is to encourage Swift developers to use this game engine to create fast and impressive games and user interfaces using Swift as their main language. We hope that AdaEngine can become as popular in the GameDev community as Rust and C# are.
- Capable: Offer a complete 2D feature set.
- ECS: AdaEngine is based on the data-oriented paradigm using a self-written ECS. The AdaEngine has been inspired by Apple's RealityKit framework.
- Simple: AdaEngine is easy to use, and our main goal is to enable a quick start and deliver quick results.
- API Docs: AdaEngine's API docs, which are automatically generated from the doc comments in this repo.
- Tutorials: AdaEngine's offical tutorials with how to start your first project.
- AdaEngine Awesome Projects: AdaEngine's offical Awesome Projects page. Feel free to explore.
We recommend checking out the Create your first project guide for a brief introduction.
To draw a plain window with standard functionality use:
import AdaEngine
@main
struct AdaEditorApp: App {
var scene: some AppScene {
GUIAppScene {
Window()
}
.windowMode(.windowed)
.windowTitle("AdaEngine")
}
}
If you want to discuss this library or have a question about how to use it to solve a particular problem, there are a number of places you can discuss with fellow
- For long-form discussions, we recommend the discussions tab of this repo.
You are welcome to contribute to AdaEngine. Currently, it is under development, and we are working towards our roadmap goals. If you find a bug or have some improvements, we would be glad to see your pull request!
Currently we use Bazel and Swift Package Manager as build tools.
Use Xcode 16.3 or Visual Studio Code with the Swift VSCode Extension and then open Package.swift
file from the root directory.
Bazel optional build system for project. To build project for development download Bazelisk. To generate xcproject, use bazel run generate_xcproj
command in terminal.
Important
For Xcode
To build project with vulkan, add VULKAN_SDK
environment path to Xcode -> Settings -> Locations -> Custom Paths
, where path must be locate to Vulkan SDK.
For Other
By default Bazel and SwiftPM will search Vulkan SDK in your environment variables, set export VULKAN_SDK = /User/username/VULKAN_SDK
in your env variables or in your terminal file .zshrc
, .bashprofile
, etc.