A delightfully simple 2D game engine for the D programming language. Parin is designed to make game development fun — it's easy to set up and lets you jump right into making things.
Worms Within
A bite-sized escape room game.
A list of projects made with Parin is available in the projects page.
- Efficient tile map structures
- Flexible dialogue system
- Intuitive immediate mode UI
- Atlas-based animation library
- Pixel-perfect physics engine
- Cross-language support
- Cross-platform (Windows, Linux, macOS, Web)
import parin;
// Called once when the game starts.
void ready() {
lockResolution(320, 180);
}
// Called every frame while the game is running.
// If true is returned, then the game will stop running.
bool update(float dt) {
drawDebugText("Hello world!", Vec2(8));
return false;
}
// Called once when the game ends.
void finish() {}
// Creates a main function that calls the given functions.
mixin runGame!(ready, update, finish);
This guide shows how to install Parin and its dependencies using DUB. Create a new folder and run inside the following commands:
dub init -n
dub run parin:setup -- -y
dub run
If everything is set up correctly, a window will appear showing the message "Hello world!".
Some libraries for sound, graphics, and input handling are required before using Parin on Linux. Below are installation commands for some Linux distributions.
Ubuntu:
sudo apt install libasound2-dev libx11-dev libxrandr-dev libxi-dev libgl1-mesa-dev libglu1-mesa-dev libxcursor-dev libxinerama-dev libwayland-dev libxkbcommon-dev
Fedora:
sudo dnf install alsa-lib-devel mesa-libGL-devel libX11-devel libXrandr-devel libXi-devel libXcursor-devel libXinerama-devel libatomic
Arch:
sudo pacman -S alsa-lib mesa libx11 libxrandr libxi libxcursor libxinerama
Start with the examples folder or the cheatsheet for a quick overview. For more details, check the tour page.
If you notice anything missing or want to contribute, feel free to open an issue! Most ideas are welcome, except ECS.
No. Raylib is just the current backend. A custom backend may be added in the future, but it's not a priority.
The goal is a smooth experience, similar to Godot or Unity.
Vec2
is a type provided by the Joka library, which Parin depends on.
Call setIsUsingAssetsPath(false)
to disable the default behavior.
Asset hot reloading is not supported out of the box. The arsd libraries may help.
Follow these steps:
dmd -i -I=joka_path -I=parin_path -J=parin_path -L=-lraylib game.d
Yes. Be sure to check the associated README for any licensing notes.