Bunnarium Engine is a C#-based game engine featuring an archetype-based ECS, a flexible framework-implementation layer, full generic math support, and more π§π
need to update this account more. uhm. okay π§΅ engine progress has been slow but audio, 2d graphics and the ECS are in a pretty decent state pending testing. the engine lacks a practical test.
we're working on building it but the test we want requires the development of a specialized hexagonal graph. it has been challenging, but we're getting there! with that, we'll start finding and fixing bugs and API shortcomings in the Engine.Core namespace!
what happens after that is an interesting question. the goal would be to implement a UI library. we really do try to build many things from scratch, and there's a v1 of of we have from 2 years ago, but it is probably better to not reinvent this wheel.
here at @BunnariumEngine, we promise to never "go woke". not only does that sound exhausting, but it's already woke & that probably comes across from our general vibe... also there is an incomplete pronouns tool in the Linguistics namespace supporting >2 genders ππβ¨οΈ
Rules rules rules, so many rules! The newest feature of Bunnarium, a tragedy of of system reflection, is the TypeValidation attribute. This allows for pre-launch runtime checks that will throw an error if any type is out of compliance!
The TypeValidationAttribute is used to scan each component system's bytecode for any action that mutates a TComponent that is not wrapped in Mutable<T>. This avoids the anguish of potentially needing to debug concurrent memory access between systems and (cont.)
all of the rabbit-themed AI/tech scams make bunny game engine developers very sad. they have taken the nimbleness and trustworthiness of bunnies and betrayed them for a quick buck. all we can say is that we promise to do our best to honor your trust in bunnies and in us.