Mojito game engine
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About
The mojito engine was a custom game engine created by Fishing Cactus. It was a very modular game engine where you would not pay the price for unused modules. Development stopped when the latest console gen arrived and we could no longer compete with the existing game engines like Unity3D and Unreal Engine.
Mojito was well engineered, supported a lot of different platforms, including, but not limited to:
Desktop | Mobile | Console | Other |
---|---|---|---|
Windows | Android | PS3 | Emscripten |
OSX | iOS | Xbox 360 | |
Linux | Windows Phone | Nintendo Wii | |
Nintendo 3Ds |
The engine is written in C++, later upgraded to C++11. Compilable with all major compilers. Scripting is done in Lua or JS.
It contained a lot of features including, but not limited to:
Multiple analytics providers | Haptic feedback | Kinect | Automatic updater |
Multi touch support | Multiple render targets | Blend tree animations | Remote debugging tools |
Social platform integrations | Multiple game screens | Platform emulation | Abstract file system |
Multiple scripting languages | Multiple UI frontends | Scriptable render pipeline | Engine dependency management |
My contributions
By the time I joined Fishing Cactus, Mojito was already a very well developed game engine.
My notable contributions:
- Rendering bugs
- Fixes for developing on a Linux host platform
- Virtual filesystem can transparently access compressed file content (
C:/Game/Content.zip:/Textures/alpha.png
) - Tooling (command line based)
- Lua bindings
- Duktape bindings
- full HTML UI system
- port of jQuery to Lua
- Multithreaded Lua scripting
- Unit tests
- JNI Bindings
- Emscripten platform
- Google sheets localization tool (google app script)
- Bezier curves
- Spline C++ integration
- SoLoud sound engine
- iOS and Android fixes