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phoboslab/high_impact

Free

A 2d game engine written in C

FreeFree tier
Type
Open Source

About phoboslab/high_impact

high_impact is a C game engine created by phoboslab for developing 2D action games with a focus on pixel art. It is designed as a framework rather than a library, requiring developers to conform to a prescribed structure in code and file layout. The engine supports multiple platforms including Linux, macOS, Windows, and web (via WASM). Two platform backends are available: SDL2 and Sokol, along with two renderers: OpenGL and a rudimentary software renderer. high_impact is not a general-purpose engine like Godot or Unity; it is best suited for genres such as jump'n'runs, twin-stick shooters, top-down dungeon crawlers, and similar pixel-art action games. The codebase is compact at roughly 4000 lines, and documentation is currently minimal (primarily in header files). Assets are loaded in QOI (images) and QOA (audio) formats, with bundled tools for converting PNG and WAV files. Sound effects and music can also be generated via the integrated pl_synth system. Levels are defined in JSON and can be created using the included tile editor (weltmeister.html). Example games such as Biolab Disaster (a jump'n'gun platformer) and Drop (a minimal arcade game with generated content) are provided to jumpstart development.

Key Features

Written in C
Designed as a framework (inversion of control)
Targets Linux, macOS, Windows, and web via WASM
Two platform backends: SDL2 and Sokol
Two renderers: OpenGL and software
Pixel art focused
Supports QOI image format and QOA audio format
Bundled tools for PNG to QOI and WAV to QOA conversion
Integrated pl_synth for generating sound effects and music
Includes tile editor (weltmeister.html) for level design

Pros & Cons

Pros
  • Lightweight and fast (small codebase)
  • Cross-platform with minimal dependencies
  • Two rendering paths (GPU and software fallback)
  • Open source (free to use and modify)
  • Built-in asset conversion and level editing tools
  • Clear framework structure encourages well-organized game code
  • Good for pixel art styles and retro game aesthetics
Cons
  • Experimental and lacking comprehensive documentation
  • Not a general-purpose engine; limited to 2D action games
  • Requires adherence to prescribed structure (framework, not library)
  • No standalone Makefile; must integrate with game code
  • Only supports QOI/QOA formats, requiring asset conversion
  • Small community and limited third-party resources

Best For

Jump'n'run platformersTwin-stick shootersTop-down dungeon crawlersArcade games with pixel artGame jams and small-scale projectsLearning C game development through a minimal codebase

FAQ

What platforms does high_impact support?
high_impact can be compiled for Linux, macOS, Windows, and the web (via WASM).
What image and audio formats are supported?
Images must be in QOI format and audio in QOA format. Bundled tools convert PNG to QOI and WAV to QOA.
Is high_impact a general-purpose game engine?
No. It is specifically designed for 2D action games with pixel art and is not akin to Godot, Unreal, or Unity.
How do I start developing a game with high_impact?
The recommended approach is to use one of the example games (Biolab Disaster or Drop) as a starting point, since high_impact must be compiled together with your game.
Is there documentation available?
Documentation is minimal; most functionality is described in the header files. The accompanying blog post and example source code are the primary resources.