The UI library under everything
A component UI library for LÖVE: about 45 widgets, theming, fonts and a dirty-rect canvas system. Every game and tool in the studio draws its interface with it.
Used in: Project Xenium, scoungeon, isovoxeloid, voxeloids
First-person dungeons
A raycasting engine for grid-based, first-person dungeon crawlers, with dungeon generation built in. Game rules plug in through configure() and callbacks, so the engine never imports game code.
Used in: Project Xenium
- Raycasting
- First-Person
- Procedural
Isometric voxel worlds
Renders voxel models and terrain as isometric scenes inside a 2D framework: projection, smart tiles, cameras and terrain generation.
Used in: isovoxeloid, voxeloids
Build voxel models like bricks
A voxel-model editor that a game embeds and drives through descriptors, so artists build props and ships inside the game they belong to.
Used in: Project Xenium, isovoxeloid, voxeloids
Compose, arrange and ship chiptune
A step sequencer with piano, guitar-tab and drum rolls and a built-in synthesizer. It exports songs plus a small runtime player, pvmplayer, that games install. Games can subscribe to hooks fired on beats and measures, so the world itself can react live to the music.
Used in: Project Xenium, isovoxeloid, voxeloids
3D dice that land on your roll
Animated 3D dice, d4 to d%, that come to rest on the result the game has already rolled, so the animation never disagrees with the rules. Pure Lua with no dependencies.
Used in: scoungeon
Localization, done properly
Translation catalogs with plural rules per language, rich-text spans, a pseudo-locale for catching untranslated text, and right-to-left support on LÖVE 12.
Used in: scoungeon