Isometric Game Engine written in C++ and SDL2

- GPU-based Rendering done on RenderTargets (Game, Debug, UI, ...), to allow rendering on different textures and join them to compose the final image.
- Camera with Zoom, Free-Look and Follow Player mode.
- Dynamic Assets Manager that allows the load of assets (images, prefabs, animators, etc) only when strictly needed.
- Prefabs to dynamically create and modify entities from files (.nprfb).
- Animators with AnimStates that allow defining settings for each animation, defined in files (.nanim).
- Worldspace and Cells rendered and updated only in the visible Camera space.
- Basic Entities with a component-oriented architecture.
- Lighting flat and dynamic (raycasting).
- Player movements, interactions with entities, and aim-mode.
- Collision checking and resolution.
- Entity-Occlusion check (if set) when an entity occludes the player the entity will be drawn transparent.
- Input System