VoidLight-Framework
A downloadable Hammer Engine
🧱VoidLight-Framework: A High-Performance, Safe C++ Foundation
# VoidLight-Framework
A modern, production-ready C++20 SDL3 game engine template for 2D games. Built for rapid prototyping and scalable game development, it features Data-Oriented Design with EntityDataManager as the central data authority, robust multi-threading, high-performance AI supporting 10K+ entities, a professional UI system, and comprehensive resource, world, and event systems. Designed for cross-platform deployment (Windows, macOS, Linux) with a focus on performance, safety, and extensibility.
## Key Features
- **Modern C++20 & SDL3 Core**
Clean, modular codebase with strict style, memory, and type safety.
- **Rendering & Engine Core**
Fixed timestep game loop with smooth interpolation at any display refresh rate. VSync-aware frame pacing, sprite sheet animations, particle effects with camera-aware culling, and sub-pixel smooth scrolling. Platform-native GPU shaders (Metal/macOS, DXIL/Windows, SPIR-V/Linux) with day/night ambient lighting effects.
- **Adaptive Multi-Threading System**
Hardware-adaptive thread pool with intelligent WorkerBudget batch optimization. Automatically detects logical cores (including SMT/hyperthreading) and reserves one to reduce OS contention. Sequential manager execution gives each system ALL workers during its update window. Priority-based scheduling and adaptive batch sizing help the engine scale cleanly across hardware.
- **High-Performance AI System**
Data-Oriented Design with EntityDataManager as single source of truth. Cache-friendly, lock-free, batch-processed AI supports 10K+ entities at 60+ FPS with simulation tiers (Active/Background/Hibernated), rich behaviors, dense per-behavior state pools, sparse transient sidecars, and scalable pathfinding and combat integration.
- **Robust Event & State Management**
Event-driven architecture centered on `EventManager` as the dispatch hub, with immediate/deferred dispatch modes, persistent and transient handler lifetimes, pooled hot-path events, merchant/NPC spawn helpers, entity/game state machines, and thread-safe manager updates.
- **Flexible UI System**
Content-aware auto-sizing, professional theming (light/dark plus programmatic custom themes), and rich component library (buttons, labels, input fields, lists, modals, etc.). Responsive layouts with DPI-aware rendering and animation support. Centralized UI constants with resolution-aware scaling (1920×1080 baseline) and event-driven resize handling. Optimized for PC handheld devices (Steam Deck, ROG Ally, OneXPlayer) with automatic baseline resolution scaling down to 1280×720.
- **Action-Mapped Input & Menu Navigation**
Rebindable command system for keyboard, mouse, and controller input with JSON persistence, category-specific binding capture, controller-aware menu focus, shared menu navigation helpers, and a Controls settings tab for player-facing remapping.
- **Data-Driven Resource Management**
JSON-based resource loading for items, equipment, consumables, currency, merchant goods, and gameplay content. Handle-based runtime access and EDM-backed inventories keep systems data-driven, performant, and extensible.
- **Inventory, Equipment & Trading**
State-scoped inventory and HUD controllers support pickup, gear equip/unequip, hotbar assignment, event-driven inventory refresh, merchant buy/sell UI, relationship-aware pricing, gifts, theft reporting, and NPC memory integration.
- **Debug Profiling Tools**
Built-in frame profiler (F3 toggle) with live timing overlay and automatic hitch detection. Zero overhead in Release builds.
- **Cross-Platform Optimizations**
Unified codebase with platform-specific enhancements: SIMD acceleration (x86-64: SSE2/AVX2, ARM64: NEON), macOS Retina support, Wayland detection, VSync-aware frame pacing, and native DPI scaling.
- **GameTime & World Simulation**
Fantasy calendar system with day/night cycles, four seasons, dynamic weather, and temperature simulation. Chunk-based world support includes procedural generation, streaming, and resource interactions.
- **Chunk-Based World System**
Efficient tile-based world rendering with chunk culling for off-screen optimization. Supports procedural generation, seamless streaming, and automatic seasonal tile switching.
- **Robust Combat System**
Dedicated combat, harvesting, projectile, inventory, and social/trading controllers support hit detection, knockback, resource gathering, theft/gift flows, and gameplay-specific state transitions without bloating core engine systems.
- **Power Efficient (Race-to-Idle)**
Optimized for battery-powered devices. Completes frame work quickly then sleeps until vsync, achieving 80%+ CPU idle residency during active gameplay.
- **Extensive Documentation**
Full guides, API references, best practices, and troubleshooting for all major systems.
Comprehensive automated tests include unit tests, AI benchmarks, UI stress tests, thread-system validation, static analysis with cppcheck and clang tidy, verified memory performance with Valgrind.
🎯 Who Is This For?
Ideal for developers who want:
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A transparent, control-driven codebase
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Solid, scalable performance foundations
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High assurance in memory correctness and thread safety
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A clean framework to build gameplay, physics, or tools
https://github.com/Ronin15/VoidLight-Framework
🔹 Art
- World Tiles by Pipoya
https://pipoya.itch.io/pipoya-rpg-tileset-32x32
- Slimes by patvanmackelberg
https://opengameart.org/users/patvanmackelberg
- Player Abigail by adythewolf
https://opengameart.org/users/adythewolf
- World/Various Ore deposits/ore/bars/gems [Senmou]
| Updated | 24 days ago |
| Status | In development |
| Category | Tool |
| Author | Hammer Forged Games |
| Genre | Simulation |
| Made with | SDL |
| Tags | Controller, Game engine, Indie, performance |
| Links | GitHub |
| AI Disclosure | AI Assisted, Code |
Development log
- Testing update and some stability fixesDec 05, 2025
- World UpdateOct 26, 2025
- Threading, Collisions, and Stability fixesOct 18, 2025
- Collisions and PathfindingOct 18, 2025
- Event AlignmentOct 18, 2025
- Resource UpdateJul 31, 2025
- Hammer EngineJul 19, 2025


