Build and run a lightweight native version of We Become What We Behold without a browser or Electron.
Study how to structure a shared game engine core that supports both a raylib and a Vulkan rendering backend.
Package a self-contained Windows or Linux executable of the game with its assets bundled in.
| coolythecoder/wbwwb | achanana/mavsdk | alange/llama.cpp | |
|---|---|---|---|
| Stars | 0 | — | 0 |
| Language | C++ | C++ | C++ |
| Last pushed | — | 2024-05-20 | — |
| Maintenance | — | Dormant | — |
| Setup difficulty | moderate | moderate | moderate |
| Complexity | 4/5 | 4/5 | 4/5 |
| Audience | developer | developer | developer |
Figures from each repo's GitHub metadata at analysis time.
Requires CMake and a C++ toolchain, Vulkan backend needs a compatible GPU and drivers on Windows.
This repository is a native C++ port of We Become What We Behold, a short browser game about news cycles and how sensational stories spiral out of control, originally made by Nicky Case. The original game runs in a browser, this project rebuilds it as a standalone desktop executable using raylib and OpenGL by default, with a separate Vulkan backend option for Windows. It does not rely on Electron, a bundled Chromium browser, or a JavaScript engine, so the packaged app is much lighter than a typical browser-wrapped game. The project is built with CMake, which downloads the pinned dependencies and compiles an executable that loads the same art and audio files already included in the repository. Builds are supported on Windows, including a separate 32-bit build path for older systems, and on Linux, with both Release and Debug configurations available. A convenience batch script is included for the 32-bit Windows build, and the project can also be packaged into a self-contained output folder with the executable and its assets together. The native build reimplements the full game experience: the intro quote screen, the core photo and television gameplay loop, the escalating panic sequence, the credits, and a post-credits scene, along with audio playback and animated art. It adds a native settings screen covering audio, display, and visual options such as resolution, VSync, scanline and CRT-style filters, brightness and contrast, and a frame rate counter, all saved to a local settings file. The interface text is translated into English, German, Brazilian Portuguese, and Turkish, with a template file provided for fan translators to add more languages. All of the original game's own code and art are released into the public domain under a Creative Commons Zero license, so anyone can remix or reuse them freely. The project does credit the third-party pieces it depends on, including the PIXI.js and Howler.js libraries used in the original web version under MIT licenses, and a long list of individually credited sound effects sourced from Freesound under various Creative Commons terms.
A native C++ desktop port of the browser game We Become What We Behold, rebuilt with raylib or Vulkan instead of a browser wrapper, including a full settings screen and multi-language support.
Mainly C++. The stack also includes C++, CMake, raylib.
Original game code and art are public domain under CC0, bundled third-party libraries keep their own MIT and Creative Commons licenses.
Setup difficulty is rated moderate, with roughly 1h+ to a first successful run.
Mainly developer.
This repo across BitVibe Labs
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