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docs/wiki/about-townengine.html
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docs/wiki/about-townengine.html
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<!doctype html>
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<html>
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<head>
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<title>Townengine Wiki : About Townengine</title>
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<link rel="stylesheet" href="style.css">
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</head>
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<body>
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<h1 style="margin-bottom:0in;">1. About Townengine</h1>
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<a href="index.html">Go back
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<p><a name="#introduction"></a><strong>1.1 </strong><strong>Introduction</strong>
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<blockquote>
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<p>Townengine (twn) is an opinionated game development framework designed around ideas of simplicity, managed state,
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care for old devices, portability, language agnosticism, use-case orientation and iterability.
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<p><b>Simplicity.</b> It makes assumptions that trickle down to your game code. There's no delta between frames, nor resolution change.
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Textures have constant known size, not requiring scaling.
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<p><b>Managed state.</b> Designed around this we can provide hot reloading at any point,
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serialization for save files and debug dumps, as well as synchronization over network, without any user code.
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Every frame apparent engine state is cleared, which removes another variable for you to handle, - when to initialize.
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<p><b>Care for old devices.</b> It's to both to provide it for more people, who otherwise might not be able to make games they want,
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as well as to have restrictions that constitute in desired aesthetic. Graphics capabilities are limited, but
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what is present, - is heavily optimized. It is rather different from performance-driven approach that tries to take
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advantage of the latest hardware and features, sacrificing both the reach and portability.
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<p><b>Portability.</b> Written in C11 with all dependencies being in C, it's possible to compile it to most platforms.
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SDL2 is at the center and you cannot get better than this. Default graphics API is OpenGL 1.5 with extension detection.
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As an example, it builds and runs on Haiku OS with LLVMpipe.
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<p><b>Language agnosticism.</b> API is restricted to not require much glue.
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Language interpreters don't need to be part of the engine itself. Anything with C ABI support can link to it.
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<p><b>Use-case orientation.</b> It doesn't try to be a yet another general purpose engine conquering all and nothing.
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Instead we seek particular use cases and implement the most essential parts.
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<p><b>Iterability.</b> Defaults provided for most of the API, making initial code faster to spring.
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Hot reloading for both assets and code.
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</blockquote>
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</body>
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</html>
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docs/wiki/index.html
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<!doctype html>
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<html>
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<head>
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<title>Townengine Wiki</title>
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<link rel="stylesheet" href="style.css">
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</head>
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<body>
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<h1>Townengine Wiki</h1>
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<table>
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<tr>
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<td><strong>1.</strong> <a href="#about-townengine">About Townengnine</a></td>
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<td><strong>2.</strong> <a href="#making-2dot5d-shooters">Making 2.5D Shooters</a></td>
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</tr>
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</tbody></table>
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<p><a name="#about-townengine"></a><strong>1. </strong><a href="about-townengine.html"><strong>About Townengine</strong></a></p>
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<blockquote>
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<p style="margin:0in;margin-left:0.5in;text-indent:-.5in">1.1
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<a href="about-townengine.html#introduction">Introduction</a></p>
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</blockquote>
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<p><a name="#making-2dot5d-shooters"></a><strong>2. </strong><a href="making-2dot5d-shooters.html"><strong>Making 2.5D Shooters</strong></a></p>
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<blockquote>
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</blockquote>
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</body>
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</html>
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docs/wiki/style.css
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/* https://wiki.c2.com/?WikiStyle */
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body { margin: 1em 2.3em 1em 1.5em; zoom: 150%}
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h1 { font-size: 2.1em;
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font-weight: bold;
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}
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p { margin-left: 0.2em;
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}
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blockquote {
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font-style: normal;
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}
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pre { margin: 0em 3em 0em 2em;
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color: rgb(20%,20%,50%); background-color: rgb(100%,100%,100%);
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border: 1px solid rgb(50%,50%,50%);
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padding: 1em;
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font-size: 0.85em;
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white-space: pre;
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}
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hr { color: rgb(30%,30%,60%);
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}
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docs/wiki/template.html
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<!doctype html>
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<html>
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<head>
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<title>Townengine Wiki : {About}</title>
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<link rel="stylesheet" href="style.css">
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</head>
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<body>
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<h1 style="margin-bottom:0in;">1. {About}</h1>
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<a href="index.html">Go back
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<p><a name="#{Section}"></a><strong>1.1 </strong><strong>{Section}</strong>
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<blockquote>
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<p>Text
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</blockquote>
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</body>
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</html>
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