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Implement complete C++20/Qt6 RTS game engine with ECS architecture and OpenGL rendering

Co-authored-by: djeada <[email protected]>
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-# Standard-of-Iron
+# Standard-of-Iron RTS Game Engine
+
+A modern real-time strategy (RTS) game engine built with C++20, Qt 6, and OpenGL 3.3 Core.
+
+## Features
+
+### Engine Architecture
+- **Entity-Component-System (ECS)**: Flexible game object system with templated components
+- **Event System**: Type-safe event management with subscription/publishing
+- **Serialization**: JSON-based world and entity persistence
+- **Multi-threaded Systems**: Separate systems for AI, combat, movement, pathfinding
+
+### Rendering System
+- **Modern OpenGL 3.3 Core**: Shader-based rendering pipeline
+- **Batch Rendering**: Efficient batched draw calls with automatic sorting
+- **Camera System**: RTS-style camera with perspective/orthographic projection
+- **Mesh Generation**: Procedural mesh creation (primitives and terrain)
+- **Texture Management**: Efficient texture loading and binding
+
+### Game Systems
+- **Movement System**: Smooth unit movement with pathfinding integration
+- **Combat System**: Basic damage and health mechanics
+- **AI System**: Extensible AI framework for unit behaviors  
+- **Selection System**: Multi-unit selection with area selection
+- **Pathfinding**: A* algorithm implementation for navigation
+
+### User Interface
+- **Qt Quick Integration**: Modern QML-based UI system
+- **RTS HUD**: Pause/speed controls, resource display, minimap
+- **Interactive Game View**: 3D rendering area with camera controls
+- **Command Interface**: Unit selection panel and order buttons
+
+### Development Tools
+- **Map Editor**: Visual map creation and editing tool
+- **Asset Pipeline**: Organized asset management system
+
+## Requirements
+
+- **C++20** compatible compiler (GCC 10+ or Clang 11+)
+- **Qt 6.4+** with Quick, OpenGL modules
+- **OpenGL 3.3+** support
+- **CMake 3.21+**
+
+## Building
+
+### Ubuntu/Debian
+```bash
+# Install dependencies
+sudo apt update
+sudo apt install -y qt6-base-dev qt6-declarative-dev libgl-dev build-essential cmake
+
+# Clone and build
+git clone https://github.com/djeada/Standard-of-Iron.git
+cd Standard-of-Iron
+mkdir build && cd build
+cmake ..
+make -j$(nproc)
+```
+
+### Running
+```bash
+# Main game
+./standard_of_iron
+
+# Map editor
+./tools/map_editor/map_editor
+```
+
+## Project Structure
+
+```
+├── engine/core/          # ECS, events, serialization
+├── render/gl/            # OpenGL rendering system
+├── game/systems/         # Game logic systems (AI, combat, movement)
+├── assets/               # Game assets
+│   ├── shaders/         # GLSL shaders
+│   ├── textures/        # Texture files
+│   ├── meshes/          # 3D models
+│   ├── maps/            # Level data
+│   └── units/           # Unit definitions
+├── ui/qml/              # Qt Quick UI components
+└── tools/map_editor/    # Level editing tool
+```
+
+## Controls
+
+### Camera Controls
+- **WASD**: Move camera
+- **Mouse**: Look around
+- **Scroll**: Zoom in/out
+- **Q/E**: Rotate camera
+- **R/F**: Move camera up/down
+
+### Game Controls
+- **Left Click**: Select unit/point
+- **Drag**: Area selection
+- **Right Click**: Issue orders
+- **Space**: Pause/Resume
+- **1/2/3**: Speed control
+
+## Architecture Overview
+
+### Entity-Component-System
+The engine uses a modern ECS architecture where:
+- **Entities** are unique IDs
+- **Components** store data (Transform, Renderable, Unit, Movement)
+- **Systems** process entities with specific component combinations
+
+### Rendering Pipeline
+1. **Scene Setup**: Camera and lighting configuration
+2. **Culling**: Frustum culling for visible objects
+3. **Batching**: Group draw calls by material/texture
+4. **Rendering**: Execute batched draw calls
+5. **Post-Processing**: UI overlay and effects
+
+### Game Loop
+1. **Input Processing**: Handle user input and events
+2. **System Updates**: Run all game systems (AI, physics, etc.)
+3. **Rendering**: Draw the current frame
+4. **Audio/UI**: Update sound and interface
+
+## Extending the Engine
+
+### Adding New Components
+```cpp
+class MyComponent : public Engine::Core::Component {
+public:
+    float myData = 0.0f;
+    std::string myString;
+};
+```
+
+### Creating Custom Systems
+```cpp
+class MySystem : public Engine::Core::System {
+public:
+    void update(Engine::Core::World* world, float deltaTime) override {
+        auto entities = world->getEntitiesWith<MyComponent>();
+        for (auto entity : entities) {
+            // Process entity
+        }
+    }
+};
+```
+
+### Adding UI Elements
+Edit the QML files in `ui/qml/` to customize the user interface.
+
+## Contributing
+
+1. Fork the repository
+2. Create a feature branch
+3. Implement your changes
+4. Add tests if applicable
+5. Submit a pull request
+
+## License
+
+MIT License - see LICENSE file for details.
+
+## Development Status
+
+This is an active development project. Current focus areas:
+- [ ] Networking for multiplayer
+- [ ] Advanced AI behaviors
+- [ ] Visual effects system
+- [ ] Audio integration
+- [ ] Level streaming
+- [ ] Performance optimization