glove
Version, currently master branch1 version
- master branchlatestAug 1, 2021
github.com/denisdefreyne/glove
Crystal framework for making games
70 stars
0 dependents
License: MIT
Installation
# Add this to your shard.yml
dependencies:
glove:
github: denisdefreyne/glove
branch: mastermaster is a branch, not a release, so this tracks it rather than pinning a version.
Then run:
shards installshard.yml
- Crystal
- no constraint declared
- License
- MIT
- Author
- Denis Defreyne <denis@stoneship.org>
Dependencies
Runtime Dependencies
- lib_gl*github: calebuharrison/LibGL
- lib_glew*github: lirith-engine/lib_glew
- lib_glfw*github: calebuharrison/LibGLFW
- lib_stb_image*github: calebuharrison/LibSTBImage
README
[](https://travis-ci.org/ddfreyne/glove)
# Glove
Glove is a framework for making games. It is implemented in [Crystal](https://crystal-lang.org/).
**⚠ Caution! ⚠** Glove is experimental. Expect breaking changes. There are few tests. Do not use this for your own projects (yet). (Or do, and contribute back to Glove? That’d be cool. I’ll give you commit access. You can be one of the first people to write a proper game engine in Crystal.)
## Usage
To use this shard, add the following lines to your `shard.yml`:
```yaml
dependencies:
glove:
git: git@github.com:ddfreyne/glove.git
```
Glove comes with shaders in its `shaders/` directory, which needs to be copied to where the executable is located. For example, the following will create a `target/` directory that contains the executable and the shaders directory:
```bash
rm -rf target/
mkdir -p target
crystal build -o target/mygame src/mygame.cr
cp -r lib/glove/src/shaders target/shaders
```
It is useful to let the executable `cd` to the directory it is located in, before doing anything else, so that it can find the shaders easily:
```crystal
if full_path = Process.executable_path
Dir.cd(File.dirname(full_path))
end
```
The `target/` directory should also include any assets that the game needs to run; a more complete build script could therefore look as follows:
```bash
rm -rf target/
mkdir -p target
crystal build -o target/mygame src/mygame.cr
cp -r lib/glove/src/shaders target/shaders
cp -r assets target/assets # <- added
```
## Example code
Here is a trivial example that renders a card (from `assets/card.png`):
```crystal
require "glove"
if full_path = Process.executable_path
Dir.cd(File.dirname(full_path))
end
card =
Glove::Entity.new.tap do |e|
e << Glove::Components::Texture.new("assets/card.png")
e << Glove::Components::Transform.new.tap do |t|
t.width = 140_f32
t.height = 190_f32
t.translate_x = 400_f32
t.translate_y = 300_f32
end
end
scene =
Glove::Scene.new.tap do |scene|
scene.spaces << Glove::Space.new.tap do |space|
space.entities << card
end
end
game = Glove::EntityApp.new(800, 600, "Inari")
game.clear_color = Glove::Color::WHITE
game.replace_scene(scene)
game.run
```
## Architecture
* `Glove::EntityApp` is a generic game superclass that provides functionality for handling entities, and everything associated with it. Here is how a typical game would build an instance and run the game:
```crystal
game = Glove::EntityApp.new(800, 600, "Inari")
game.clear_color = Glove::Color::WHITE
scene = Glove::Scene.new.tap do |scene|
# … build scene here …
end
game.replace_scene(scene)
game.run
```
* `Glove::Entity` is a game object that is visible and/or reacts to user input.
* `Glove::Component` is a property of an entity. A common component is `Glove::Components::Transform`, which adds width, height, rotation, scale, … to an entity. Another common component is `Glove::Components::Camera`, which marks an entity as being a camera, and defines which part of a space (see below) will be rendered, with what rotation, etc.
* `Glove::Action` defines a change to an entity. It can either be instant (e.g. remove entity) or act over time (e.g. move).
* `Glove::Space` groups entities in a scene that logically belong together and can interact with each other. Entities in different spaces never interact. For example, one space might contain the game entities, and another space might contain UI elements.
* `Glove::Scene` describes a scene (such as the main menu, credits, or in-game screen). It contains one or more spaces.
* `Glove::System` describes logic for making changes to a space. A common system is a physics system, which would calculate velocities and update positions.
There are also a handful of simple data classes:
* `Glove::Color`
* `Glove::Point`
* `Glove::Quad`
* `Glove::Rect`
* `Glove::Size`
* `Glove::Vector`
## Acknowledgements
This project started out by playing with [crystal-gl](https://github.com/ggiraldez/crystal-gl) by Gustavo Giráldez.
Documentation
Built from the current release. The first visit to a release nobody has asked for starts its build.
Links
This branch
- Branch
master- Seen
- Aug 1, 2021
- Indexed
- yes
Dependents
No indexed shard depends on this one yet.
Repository
github.com/denisdefreyne/glove
Metadata
- Created
- Aug 12, 2026
- Updated
- Aug 12, 2026
- Synced
- Aug 12, 2026
- Versions
- 1