KoffeeKrew-Software
Game development & software projects by Mollenkoffee. Engines, games, tools, and miscellaneous repos.
KoffeeKrew-Raycaster
A raycasting engine written in C++ using OpenGL, GLFW, glad, and ImGui, featuring a level editor, animation system, entity registry, combat mechanics, and bitmap font rendering. Architected as a reusable static library powering KoffeeKrew-Raycaster-MUD.
KoffeeKrew-Raycaster
A raycasting engine written in C++ using OpenGL, GLFW, glad, and ImGui, featuring a level editor, animation system, entity registry, combat mechanics, and bitmap font rendering. Architected as a reusable static library powering KoffeeKrew-Raycaster-MUD.
Screenshots





KoffeeKrew Versioning System
Format: RELEASE.MINOR.PATCH
RELEASE: Major release versions
MINOR: New systems or modules
PATCH: Updates to existing systems or modules
Keywords
- Added
- Fixed
- Improved
- Refactored
- Removed
- Updated
Version History
0.1.0 :
- Added initial raycaster engine foundation0.1.1 :
- Improved input system0.1.2 :
- Added application framework features0.2.0 :
- Added system info module0.2.1 :
- Fixed compiler warnings0.3.0 :
- Added texture system and ceiling rendering0.3.1 :
- Refactored KoffeeKrew-Raycaster for better maintainability0.3.2 :
- Refactored fragment shader for better maintainability0.3.3 :
- Added per-tile floor customization0.4.0 :
- Added editor application0.4.1 :
- Refactored tilemap naming convention
- Added CC0 sprites/textures0.4.2 :
- Fixed level loading0.4.3 :
- Added layer selection interface for walls, ceilings, and floors0.4.4 :
- Added right-click eraser functionality to editor0.5.0 :
- Added animated door system and raycast-based interaction0.5.1 :
- Refactored interaction system for modularity
- Fixed door closure edge case0.5.2 :
- Added automatic asset copying to build directory
- Fixed VS debugging configuration0.5.3 :
- Fixed framerate-dependent mouse sensitivity0.5.4 :
- Refactored from stack-allocated arrays to heap-allocated textures0.5.5 :
- Added copy/paste region functionality to editor0.5.6 :
- Added undo/redo functionality to editor0.5.7 :
- Improved tilemap grid to display texture images instead of solid colors0.5.8 :
- Added cut region functionality
- Fixed undefined behavior in BMP loader0.5.9 :
- Added select all functionality and batch undo/redo for paste operations0.6.0 :
- Refactored application class into specialized subsystems0.7.0 :
- Refactored texture system for user-defined loading
- Added shared library0.7.1 :
- Added version output to console0.7.2 :
- Added hotkey for saving levels0.8.0 :
- Added entity system and sprite rendering0.8.1 :
- Refactored KoffeeKrew-Editor for better code quality0.8.2 :
- Added linux-debug and linux-release configurations0.8.3 :
- Refactored KoffeeKrew-Raycaster for better code quality0.8.4 :
- Added FPS limiting0.8.5 :
- Fixed cross-platform FPS limiting accuracy0.9.0 :
- Added cross-platform file dialog system for editor0.9.1 :
- Added multi-file texture loading with native file dialog support0.9.2 :
- Added grid zoom to editor0.9.3 :
- Added portal entity type for level transitions0.9.4 :
- Added decoration collision and door direction dropdowns to editor0.9.5 :
- Fixed portal entity target level intialization and level transition bugs0.9.6 :
- Added current level name to editor window title0.10.0 :
- Added initial enemy AI system0.11.0 :
- Added animation system with dedicated editor panel and context-aware hotkey handling0.11.1 :
- Added docking and theme selector to editor0.11.2 :
- Added theme persistence to editor
- Removed framerate-dependent animation logic0.11.3 :
- Fixed iterator invalidation bug in animation panel0.11.4 :
- Refactored include guards to #pragma once with file header comments
- Removed unneeded includes0.11.5 :
- Fixed enemy AI oscillation using hysteresis for attack transitions
- Added arrow key controls0.12.0 :
- Added KoffeeKrew-Raycaster and KoffeeKrew-Editor screenshots0.12.1 :
- Improved README.md image usage
- Added CC0 Assets section0.13.0 :
- Added initial weapon and combat system0.13.1 :
- Fixed a logic error that was preventing certain entities placed after the player spawn from being initialized0.13.2 :
- Added damage flash feedback when enemies are hit0.13.3 :
- Added decoration and enemy scale to editor0.13.4 - Added clipboard operations and undo/redo for entities in editor
0.13.5 :
- Added customizable fog gradient and void color to levels0.13.6 :
- Improved raycast collision detection to account for door animation progress0.13.7 :
- Fixed wall texture mirroring0.14.0 :
- Added editor-configurable weapon loadouts for player spawns0.15.0 :
- Added animation support for decorations0.15.1 :
- Added DarkSpellwareResources to build asset copying0.16.0 :
- Refactored texture system to use atlases
- Added atlas generator for efficient texture binding0.16.1 :
- Fixed missing includes for Linux/GCC compilation0.16.2 :
- Fixed Linux file dialog multi-select and filter pattern handling0.16.3 :
- Refactored engine into a reusable static library target (KoffeeKrew-Raycaster-Engine)
- Fixed CMAKE_SOURCE_DIR usage for submodule compatibility0.17.0 :
- Added EntityRegistry for unique entity ID assignment and lifetime tracking
- Added unique IDs to Entity with propagation to spawned runetime objects
- Refactored CombatResult to use entity IDs instead of raw pointers
- Improved EnemyManager, DecorationManager, and Tilemap to register entities with the registry0.18.0 :
- Added RuntimeEntity base class for shared identity, position, and health interface0.18.1 :
- Refactored Enemy and Decoration to inherit RuntimeEntity
- Added health/maxHealth and registry ID to Player
- Refactored EnemyManager and DecorationManager storage from stdvector to stdunordered_map for O(1) entity lookup
- Added EntityRegistryGetEntity and SetEntityPointer for cross-manager lookup
- Refactored EnemyAIUpdate to take target position instead of const Player reference
- Refactored Combat::Fire to take shooter position/direction instead of a const Camera reference0.19.0 :
- Added EngineConfig struct for configurable engine initialization0.20.0 :
- Added GameplayConfig singleton for runtime-configurable gameplay tuning values0.20.1 :
- Refactored ApplicationInit() to accept EngineConfig and ApplicationLoadLevel() to be public for external level transitions
- Removed hardcoded gameplay constants and level paths from Constants.h
- Fixed player weapons not cleared on level transition0.20.2 :
- Added virtual callback hooks to Application for subclass-driven event injection
- Added public const accessors on Application
- Refactored Application destructor to be virtual for subclassing support
- Refactored Interaction::Interact return type to be uint32_t to surface interacted entity IDs0.20.3 :
- Fixed destroyed decorations blocking movement0.20.4 :
- Refactored game loop to use a fixed simulation tick rate (60 Hz) decoupled from render frame rate0.21.0 :
- Added BMFont bitmap font rendering system with screen-space orthographic text pass
- Added TextRenderer class supporting position, scale, RGBA color, left/center/right alignment, and word-wrap
- Added text.vert and text.frag shaders for pixel-coordinate glyph rendering
- Added fontPath field to EngineConfig for font loading at init
- Added RenderText, LoadFont, and IsFontLoaded to Application protected interface0.22.0 :
- Added OverlayRenderer for batched 2D colored rectangle and fill bar rendering with three-layer draw order (Background, Content, Tooltip)
- Added overlay.vert and overlay.frag shaders for per-vertex-color screen-space quad rendering
- Added DrawRect and DrawBar to Application protected interface
- Added CursorMode enum and SetCursorMode to Application; mouse look is gated on Captured mode
- Added ImGui integration to engine; OnImGui() virtual callback for subclass debug windows
- Added GetFramebufferSize public accessor on Application0.23.0 :
- Added InputManager class with action-mapping, per-action held/pressed-latch state, mouse button binding, and movement axis helpers
- Added InputAction enum for named engine and subclass actions (MoveForward, Fire, Interact, Quit, ToggleUI, OpenChat, etc.)
- Added InputMode enum (Gameplay, UI, Chat) with SetInputMode/GetInputMode on Application gating movement and combat by mode
- Added GetInputManager protected accessor on Application for subclass binding and queries
- Refactored Application to own an InputManager; all input sampling and latch management moved out of Application into InputManager
- Removed individual latch fields (spacebarLatch_, leftMouseButtonLatch_, rKeyLatch_, key1-3Latch_) and inline input axis fields from Application0.24.0 :
- Added StatBlock to KoffeeKrew-Shared: generic named-float stat container with base values, flat additive modifiers, and percent multiplicative modifiers
- Added StatBlock member to Player with GetStats() / GetStats() const accessors
- Added GetMutablePlayer() protected accessor on Application for subclass attribute initialization
- Added OnPlayerDied() virtual callback to Application, fired once when player health reaches zero
- Added full-screen player damage flash overlay (red vignette, fades over configurable duration) drawn via OverlayLayer::ToolTip on each hit
- Added enemy melee attack system: enemies in ATTACK state deal configurable damage per second (enemyAttackDamage, enemyAttackRate) via AccumulateAttackDamage/ConsumedPendingDamage on Enemy
- Added enemy-to-player damage processing in SimulationTick with per-enemy OnEntityDamaged events and playerDeathFired_ guard
- Added playerDamageFlashDuration, playerDamageFlashMaxAlpha, and playerDamageFlashColor* fields to GameplayConfig
- Added enemyAttackDamage and enemyAttackRate fields to GameplayConfig0.25.0 :
- Added Item and ItemType to KoffeeKrew-Shared: generic item data structure with ID, name, description, type enum, key-value property map, icon texture ID, and stack count
- Added binary serialization to Item (SaveToStream / LoadFromStream) with length-prefixed strings and property count guards
- Added ITEM_DROP entity type (id 31) to EntityTypes.h
- Added ItemDrop RuntimeEntity subclass: holds a generic Item, billboard texture ID, and scale; IsAlive() always returns true (removed explicitly by manager)
- Added ItemDropManager: manages active ground drops by registry ID with O(1) lookup; SpawnDrop, RemoveDrop, GetDropsInRange, GetDropCount, Clear
- Added itemPickupRadius field to GameplayConfig and MAX_ITEM_DROP_COUNT to Constants
- Added proximity pickup loop to ApplicationSimulationTick: collects drops within itemPickupRadius, removes them, and fires OnItemPickedUp per drop
- Added OnItemPickedUp virtual callback, SpawnItemDrop helper, and GetItemDropManager const accessor to Application
- Improved RendererRender signature to accept ItemDropManager; item drops are billboarded with entity type byte 2 and no flash0.25.1 :
- Fixed enemy death animations never rendering
- Added AnimationControllerIsFinished() to detect when a non-looping animation has played through its last frame
- Added EnemyIsDeathAnimationFinished() to expose animation completion for removal gating
- Improved EnemyManager::RemoveDeadEnemies to wait until the death animation finishes before removing an enemy0.26.0 :
- Refactored KoffeeKrew-Raycaster, KoffeeKrew-Editor, and KoffeeKrew-Shared source trees into domain subdirectories under inc/ and src/
- KoffeeKrew-Raycaster: animation/, config/, core/, entities/, input/, rendering/
- KoffeeKrew-Editor: core/, editing/, input/, rendering/
- KoffeeKrew-Shared: animation/, atlas/, entities/, items/, stats/, vendor/0.26.1 :
- Refactored Player health fields and API (health_, maxHealth_, GetHealth, GetMaxHealth, SetHealth, SetMaxHealth) from float to int
- Refactored GameplayConfig::playerHealth from float to int
- Refactored SimulationTick damage application to use integer health arithmetic0.26.2 :
- Added const overload of EnemyManager::GetEnemyById returning const Enemy* to support const EnemyManager references
- Fixed inaccurate XML comments across multiple files0.27.0 :
- Refactored KoffeeKrew-Raycaster source tree: Camera moved to camera/, Combat to gameplay/, SystemInfo and Raycast to util/
- Refactored KoffeeKrew-Editor source tree: Constants moved from core/0.27.1 :
- UpdatedC++standard fromC++20toC++23across KoffeeKrew-Raycaster, KoffeeKrew-Editor, and KoffeeKrew-Shared
- Refactored all stdcout and stdcerr output to stdprint and stdprintln
- Removed all#include <iostream>in favour of#include <print>0.28.0 :
- Added Component base class to KoffeeKrew-Shared: virtual destructor, non-copyable, movable; serves as the base for all runtime component types
- Added component storage to RuntimeEntity: AddComponent, GetComponent, HasComponent, and RemoveComponent template methods backed by an unordered_map keyed on std::type_index
CC0 Assets
KoffeeKrew-Raycaster-MUD
A MUD built on the KoffeeKrew-Raycaster engine, inspired by Runescape, Diablo, and Meridian 59.
KoffeeKrew-Raycaster-MUD
A MUD built on the KoffeeKrew-Raycaster engine, inspired by Runescape, Diablo, and Meridian 59.
Screenshots
KoffeeKrew Versioning System
Format: RELEASE.MINOR.PATCH
RELEASE: Major release versions
MINOR: New systems or modules
PATCH: Updates to existing systems or modules
Keywords
- Added
- Fixed
- Improved
- Refactored
- Removed
- Updated
Version History
0.1.0 :
- Added project foundation with KoffeeKrew-Raycaster as a git submodule and CMake build integration0.2.0 :
- Added MUDApplication class
- Updated KoffeeKrew-Raycaster submodule to 0.20.20.2.1 :
- Updated KoffeeKrew-Raycaster submodule to 0.22.00.3.0 :
- Added HUD class with health bar, mana bar, XP bar, action bar slots, minimap placeholder, and chat window placeholder
- Added ImGui debug window showing version, entity count, and enemy count0.3.1 :
- Added MUDApplication constructor registering ToggleUI (Tab) and OpenChat (Enter) bindings via engine InputManager
- Added input mode switching logic in OnUpdate: Tab enters UI mode, Enter enters Chat mode, Escape returns to Gameplay from UI or Chat
- Updated KoffeeKrew-Raycaster submodule to 0.23.00.4.0 :
- Added CharacterStats class defining MUD attribute names (Strength, Dexterity, Vitality, Energy), resistances (Fire, Cold, Lightning, Poison), derived from stat formulas (damage multiplier, defense, attack rating), and max HP/mana from computation Vitality/Energy
- Added Leveling system class with exponential XP curve (200 * level^1.6), level cap of 99, 5 attribute points and 1 skill point per level-up, and XP reward scaling by player/enemy level
- Added CharacterStats and LevelingSystem members to MUDApplication; stats initialized once on first level load via statsInitialized_ guard
- Added OnPlayerDied override: respawns player at full health and mana in place
- Improved HUD to display real health, mana, and XP fill fractions from CharacterStats and LevelingSystem instead of placeholder constants
- Improved OnEntityKilled to grant XP on enemy kills, trigger level-up with full HP/mana refill, and log level and attribute point totals
- Improved ImGui debug window with full character sheet: HP/mana, level/XP progress bar, attributes, derived stats, and resistances
- Updated KoffeeKrew-Raycaster submodule to 0.24.00.5.0 :
- Refactored KoffeeKrew-Raycaster-MUD source tree into domain subdirectories
- KoffeeKrew-Raycaster-MUD: core/, player/, ui/
- Updated KoffeeKrew-Raycaster submodule to 0.26.00.6.0 :
- Refactored CharacterStats to a per-skill progression system with skills: Hitpoints, Attack, Strength, Defense, Ranged, Magic, Prayer
- Removed LevelingSystem
- Improved HUD with Prayer bar replacing mana bar, updated colors, and per-skill progress in the ImGui debug panel
- Removed XP bar
- Updated KoffeeKrew-Raycaster submodule to 0.26.10.7.0 :
- Added MUDItemDefinition struct defining fixed-stat item definitions with combat bonuses, equipment slots, and skill requirements
- Added ItemRarity enum (Common, Uncommon, Rare, Exceedingly Rare) driving item name, color, and pickup sound
- Added EquipmentSlot enum covering all 10 equipment slots with two-handed restriction support
- Added ItemDatabase static registry with 70 item definitions: 30 melee weapons, 9 ranged weapons and arrows, 5 staves, and 26 armor and accessory pieces
- Added MonsterDropTable system with guaranteed and weighted main table rolls resolved per kill
- Fixed health bar fill scaling and divider position
- Updated KoffeeKrew-Raycaster submodule to 0.26.20.7.1 :
- UpdatedC++standard fromC++20toC++23
- Refactored all stdcout and stdcerr output to stdprint and stdprintln
- Removed all#include <iostream>in favour of#include <print>
- Updated KoffeeKrew-Raycaster submodule to 0.27.1
CC0 Assets
KoffeeKrew-Winter-Games-2025
A first-person shooter inspired by The Last Stand, entered in the Leadwerks Winter Games 2025 tournament.
KoffeeKrew-Winter-Games-2025
A first-person shooter inspired by The Last Stand, entered in the Leadwerks Winter Games 2025 tournament.
Downloads
https://www.leadwerks.com/community/files/file/3650-koffeekrew-winter-games-2025-lyburnum/
Screenshots





KoffeeKrew Versioning System
Format: RELEASE.MINOR.PATCH
RELEASE: Major release versions
MINOR: New systems or modules
PATCH: Updates to existing systems or modules
Keywords
- Added
- Fixed
- Improved
- Refactored
- Removed
- Updated
Version History
0.1.0 :
- Added kk_dev_01.map0.1.1 :
- Added navmesh to kk_dev_01.map0.2.0 :
- Added CountdownTimer component
- Added Toggle method to ChangeVisibility component0.2.1 :
- Improved bullet system performance with lazy decal initialization, static material caching, and terrain decal optimization
- Improved projectile collision filtering to exclude player camera and child entities
- Improved crouch control mapping0.3.0 :
- Added EnemySpawner component with wave-based spawning system and template-based enemy cloning0.4.0 :
- Added IntermissionManager component0.5.0 :
- Added Barricade component with health and repair system
- Added GameUI component for barricade health and wave display0.6.0 :
- Added kk_dev_02.map0.7.0 :
- Added boundary wall to kk_dev_02.map0.8.0 :
- Added Retro shader0.8.1 :
- Added flash and pulsing scale damage feedback0.8.2 :
- Added infinite ammo, player reset, and corpse cleanup on wave start0.8.3 :
- Added health, sprint, jump, and flashlight entity definitions to FPSPlayer0.9.0 :
- Added ARs and Handguns from Ultimate Low Poly Guns by Pichuliru
- Added crosshair
- Improved shooting0.10.0 :
- Added LMGs and Rifles from Ultimate Low Poly Guns by Pichuliru0.11.0 :
- Added Shotguns from Ultimate Low Poly Guns by Pichuliru0.12.0 :
- Added SMGs from Ultimate Low Poly Guns by Pichuliru0.12.1 :
- Added Search for Weapons functionality to IntermissionManager0.13.0 :
- Added Survivor component0.13.1 :
- Added Search for Survivors functionality to IntermissionManager0.13.2 :
- Improved survivor and enemy spawns
- Added barrels to barricade0.13.3 :
- Added Restart Game functionality
- Added sensitivity slider
- Fixed crosshair alignment when changing resolutions0.13.4 :
- Added game name0.13.5 :
- Improved weapon balancing0.13.6 :
- Improved barricade to be invisible and non-shootable0.13.7 :
- Added idle bob to weapons0.13.8 :
- Fixed pause menu behavior during intermission screens0.13.9 :
- Added player movement toggle option
- Fixed pause menu not overriding selected intermission menus
- Fixed crosshair drawing over quit dialog0.13.10 :
- Added FOV slider to options menu
- Improved enemy spacing near barricade0.13.11 :
- Fixed crosshair remaining visible after player death
- Improved monster attack range0.13.12 :
- Added game mode selection to main menu0.14.0 :
- Added screenshots0.14.1 :
- Refactored game mode selection to map selection0.15.0 :
- Updated to Leadwerks 5.0.2
- Fixed build compatibility with MSVC v145 toolset and GameInput API
- Fixed stack overflow crash when loading maps
- Fixed undefined behavior in Enemy::GetEntityPlayer missing return0.15.1 :
- Added volume slider to options menu0.16.0 :
- Removed unused First-Person Shooter template assets
- Added Wits End (Winter) and Wits End (Summer) map names0.16.1 :
- Fixed volume resetting on map load0.16.2 :
- Added enemy health increases by 100 every 5th wave
Assets
- https://www.leadwerks.com/community/files/file/3562-pure3d-trees/
- https://www.leadwerks.com/community/files/file/3560-pure3d-rocks/
- https://www.leadwerks.com/community/files/file/3561-pure3d-plants/
- https://www.leadwerks.com/community/files/file/3608-industrial-wall/
- https://opengameart.org/content/ultimate-low-poly-guns