YoghurtGum aims to be a cross-platform C++ 2D game engine for mobile devices. Currently it has builds for Windows Mobile 6 and Android. It has been sitting on my harddrive for far too long, so I’m releasing it to the world.

It’s released under the Apache 2.0 license, which means in practical terms that you can take the engine, build a game on it and sell it, but you can’t take the engine itself and sell it.

YoghurtGum was named after my favorite candy. :)

These are its goals:

Versatility. Developers can opt to use the full engine, or just use the cross-platform Surface class to plot pixels on devices.

Easy to use. It will have many functions to make game making easier.

Fun. Like the candy is to sugar addicts, prototyping ideas should be fast and simple.

Right now it provides the most basic functionality. However the Android build doesn’t compile. I started out with the Android build and only later added Windows Mobile functionality, but eventually the WM build took over. Mostly because you have to build for Android in Linux and in Windows for Windows Mobile (duh). I like working in Visual Studio, Vim or Emacs not so much.

Installation instructions for Windows Mobile:

Download the Windows Mobile SDK.

Install it.

Open the YoghurtGumWM6 solution file in Visual Studio.

Play around!

You can draw sprites on the screen, but the depth ordering doesn’t work right.

One of the sample games running in the Windows Mobile emulator:

Oh and please note: this is my first open source project, I’m bound to have made a whole list of stupid mistakes. :) Play around with it and tell me what you think!

http://code.google.com/p/yoghurtgum/