A custom C# game engine built on top of the Raylib-cs wrapper for Raylib. The engine is intended to be a specialist "point 'n' click adventure" engine, aiming to provide a niche, modern alternative to classic toolsets like Adventure Game Studio.
Named after the motorcycle company in the classic LucasArts adventure Full Throttle, the engine is currently in active development. It serves as both a passion project for the genre and a practical sandbox for exploring advanced engine architecture, tool development, and data-driven design.
Corley Engine is built top-to-bottom in C# and is structured to strictly separate runtime execution from the editor environment.
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Object-Oriented Rendering: The engine utilises an object-oriented approach for renderable objects (
RenderableObject,SpriteObject,TextObject), ensuring modular and extensible rendering logic. -
Data-Driven Scene Loading: The engine supports structured scene management and data-driven entity definition.
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Asset Management: Corley Engine uses a centralised asset management system that handles texture and font loading, keeping the rendering loop fast and safe.
The ultimate goal for Corley Engine is to develop a complete, standalone editor toolkit alongside the runtime environment.
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The Runtime: A precompiled, lightweight executable that contains the core engine logic for loading scenes and entities.
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The Toolkit: A planned dedicated UI application used to create the project files that the runtime executable will load.
Currently, the core rendering systems, input handling, and scene management are in active development.
- Pixelzone: Licensed under Creative Commons 0.
This project is licensed under the MIT License.