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sgiraudot/sosage

Superflous Open Source Adventure Game Engine (moteur de jeu développé pour le jeu d'aventure point'n'click Superflu)

Sosage (Superfluous Open Source Adventure Game Engine)

Note: this repository is just a mirror of the official
repository on Framagit
, which should
be considered as the most up-to-date and reliable source for Sosage.

Dependencies

Game Data

This repository only contains the source code of the Sosage engine:
game data are provided separately. To compile the game, you need to
specify the folder containing game data through the cmake variable
SOSAGE_DATA_FOLDER. That folder must contain the provided
config.cmake file.

Depending on whether you are using packaged game data (with few files
like general.data) or unpackaged game data (with a full tree and
files likes images/interface/cursor.png), Sosage will either require
liblz4 or SDL2_image.

Warning: compiling the unpackaged version should only be done when
in the process of creating/modifying a game: for sharing a released
game, compiling the packaged version is strongly advised, as disk
usage and loading times become significantly reduced, providing a much
better experience of users.

Compilation (GNU/Linux)

After installing dependencies:

  1. $ mkdir build && cd build
  2. $ cmake .. -DCMAKE_BUILD_TYPE=Release -DSOSAGE_DATA_FOLDER=[where_the_data_is]
  3. $ make

For other platforms (Android, Emscripten, etc.), please refer to the
README.md files in the subfolders of platform.

Packaging and unpackaging game data

The Sosage Compressed Asset Packager (SCAP) is a tool provided in
tools/SCAP. It can be used both to compress game data (in order to
share a game with the best performances in terms of disk usage and
loading times) and to decompress game data (to access, study and
modify the raw images, sounds and documents of a shared packaged
game).

SCAP depends on SDL2, SDL2_image, SDL2_ttf, liblz4 and tbb.

You can build SCAP by simply going to tools/SCAP and doing

  1. $ mkdir build && cd build
  2. $ cmake .. -DCMAKE_BUILD_TYPE=Release
  3. $ make

To compress unpackaged game data located in [input_folder] and put
the packaged version in [output_folder], call:

$ ./SCAP [input_folder] [output_folder]

To decompress packaged game data located in [input_folder] and put
the unpackaged version if [output_folder], call:

$ ./SCAP [input_folder] [output_folder] -d

Languages

C++73.3%Java16.4%Python5.8%CMake4.1%C0.4%Shell0.1%Makefile0.0%

Contributors

MIT License
Created April 16, 2021
Updated February 23, 2026