50 lines
3.8 KiB
HTML
50 lines
3.8 KiB
HTML
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<title>Townengine Wiki : About Townengine</title>
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<link rel="stylesheet" href="style.css">
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<h1 style="margin-bottom:0in">T1. About Townengine<span style="float:right">{twn}</h1>
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<a href="index.html">Go back
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<p><a name="introduction"></a><strong>T1.1 </strong><strong>Introduction</strong>
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<blockquote>
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<p>Townengine, {twn}, is an opinionated game development framework designed around specific set of ideas:
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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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There's no need for you to call `LoadImage()` of sorts before using it in render, you just pass filepaths around.
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Input is initialized anew each frame, making rebinds trivial.
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<p><b>Device care.</b> Older hardware is still used in many parts of the world,
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which users might not otherwise be able to make games they dream of.
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Restrictions also constitute in desired aesthetics. 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 in process.
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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 minimize the amount of glue code.
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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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/share/twn_api.json schema is provided for automatic binding and annotation generation.
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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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User code copying should be promoted instead of delegating it all to the engine, this way we don't restrict.
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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 works for both assets and code.
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<p><b>Low latency.</b> Care is given to various incarnations of feared latency. Engine is fast to build, allowing for low commitment local patches.
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Startup time is profiled and frequently looked into. Streaming is used as much as possible.
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<p><b>No-Versioning.</b> We don't stick to releases and "contract" obligations for things to remain stagnant.
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It's fair to ask end user to put little effort if they need newer set of features, instead of putting all the burden on us.
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You can always just stick to particular version you started the development of the project with,
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{twn} doesn't need system wide installation.</blockquote>
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<p><a name="wiki"></a><strong>T1.2 </strong><strong>Wiki</strong>
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<blockquote>
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<p>Purpose of this wiki is to collect information on various usages of {twn} across the genres, FAQ style.
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You're welcomed to contribute to it. It's written in HTML so basic you can edit it by hand.
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Just check <a href="template.html">template.html</a>.
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</blockquote>
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</body>
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