Mojito game engine

About

The mojito engine was a custom game engine created by Fishing Cactus. It was a very modular game engine where you would not pay the price for unused modules. Development stopped when the latest console gen arrived and we could no longer compete with the existing game engines like Unity3D and Unreal Engine.

Mojito was well engineered, supported a lot of different platforms, including, but not limited to:

Desktop Mobile Console Other
Windows Android PS3 Emscripten
OSX iOS Xbox 360  
Linux Windows Phone Nintendo Wii  
    Nintendo 3Ds  

The engine is written in C++, later upgraded to C++11. Compilable with all major compilers. Scripting is done in Lua or JS.

It contained a lot of features including, but not limited to:

Multiple analytics providers Haptic feedback Kinect Automatic updater
Multi touch support Multiple render targets Blend tree animations Remote debugging tools
Social platform integrations Multiple game screens Platform emulation Abstract file system
Multiple scripting languages Multiple UI frontends Scriptable render pipeline Engine dependency management

My contributions

By the time I joined Fishing Cactus, Mojito was already a very well developed game engine.

My notable contributions:

  • Rendering bugs
  • Fixes for developing on a Linux host platform
  • Virtual filesystem can transparently access compressed file content (C:/Game/Content.zip:/Textures/alpha.png)
  • Tooling (command line based)
  • Lua bindings
  • Duktape bindings
  • full HTML UI system
  • port of jQuery to Lua
  • Multithreaded Lua scripting
  • Unit tests
  • JNI Bindings
  • Emscripten platform
  • Google sheets localization tool (google app script)
  • Bezier curves
  • Spline C++ integration
  • SoLoud sound engine
  • iOS and Android fixes