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  95. <section id="introduction">
  96. <h1>Introduction<a class="headerlink" href="#introduction" title="Permalink to this headline">¶</a></h1>
  97. <section id="what-is-it">
  98. <h2>What is it?<a class="headerlink" href="#what-is-it" title="Permalink to this headline">¶</a></h2>
  99. <p>Crown is a complete and cross-platform game engine designed for flexibility,
  100. performance, and fast-iterations.</p>
  101. <p>It is not limited to a specific game type or genre; rather, it provides a set of
  102. versatile primitives and tools that can be used to create a broad range of both
  103. 3D and 2D games.</p>
  104. <img alt="_images/level-editor.png" src="_images/level-editor.png" />
  105. <div class="admonition note">
  106. <p class="admonition-title">Note</p>
  107. <p>Crown is in active development and new features are added and improved all
  108. the time; You can follow the development progress in real-time on <a class="reference external" href="https://github.com/crownengine/crown/issues">GitHub</a> and join the discussions on
  109. the <a class="reference external" href="https://discord.com/invite/CeXVWCT">Discord</a> channel!</p>
  110. </div>
  111. </section>
  112. <section id="license">
  113. <h2>License<a class="headerlink" href="#license" title="Permalink to this headline">¶</a></h2>
  114. <p>The games you create with Crown is your sole property. All the data (models,
  115. textures, levels etc.) and code you produce (including data and code that Crown
  116. itself outputs) is free for you to use as you wish. See <a class="reference internal" href="copyright.html"><span class="doc">License</span></a> for an
  117. exhaustive list of the licenses involved.</p>
  118. </section>
  119. <section id="supported-platforms">
  120. <h2>Supported platforms<a class="headerlink" href="#supported-platforms" title="Permalink to this headline">¶</a></h2>
  121. <ul class="simple">
  122. <li><dl class="simple">
  123. <dt>Runtime</dt><dd><ul>
  124. <li><p>Android 7.0+ (ARMv7-a, ARMv8-a)</p></li>
  125. <li><p>HTML5 (Wasm/Emscripten)</p></li>
  126. <li><p>Ubuntu 20.04+ (x86_64)</p></li>
  127. <li><p>Windows 7+ (x86_64)</p></li>
  128. </ul>
  129. </dd>
  130. </dl>
  131. </li>
  132. <li><dl class="simple">
  133. <dt>Editor</dt><dd><ul>
  134. <li><p>Ubuntu 20.04+ (or any 64-bit Linux with GTK+ &gt;= 3.24)</p></li>
  135. <li><p>Windows 7+</p></li>
  136. </ul>
  137. </dd>
  138. </dl>
  139. </li>
  140. </ul>
  141. </section>
  142. <section id="design-principles">
  143. <h2>Design Principles<a class="headerlink" href="#design-principles" title="Permalink to this headline">¶</a></h2>
  144. <p>Crown is loosely inspired by the Bitsquid engine and shares with it many of its
  145. design principles:</p>
  146. <ul class="simple">
  147. <li><dl class="simple">
  148. <dt>Data-driven</dt><dd><p>All aspects of the game are defined via text-based configuration files,
  149. which are compiled into native, efficient, platform-specific BLOBs before
  150. shipping. These files are human-readable, making them easy to inspect and
  151. compatible with traditional VCS and regular text-based utilities.</p>
  152. </dd>
  153. </dl>
  154. </li>
  155. <li><dl class="simple">
  156. <dt>Data-oriented</dt><dd><p>Data in memory is organized to achieve the maximum performance possible on
  157. every supported platform.</p>
  158. </dd>
  159. </dl>
  160. </li>
  161. <li><dl class="simple">
  162. <dt>Hot-reload everything</dt><dd><p>Every game asset is reloadable at run-time, including code.</p>
  163. </dd>
  164. </dl>
  165. </li>
  166. <li><dl class="simple">
  167. <dt>Multi-process Editor/Runtime architecture</dt><dd><p>The Editor and the Runtime live in separate processes. The Editor helds all
  168. the important data: if the Runtime crashes you can restart it without losing
  169. any work.</p>
  170. </dd>
  171. </dl>
  172. </li>
  173. <li><dl class="simple">
  174. <dt>Lightweight Codebase and Runtime</dt><dd><p>The Runtime (plus tools) consist of fewer than 70K lines of code. Written in
  175. straightforward ‘C-style’ C++, it is easily understood and extensible by
  176. anyone.</p>
  177. </dd>
  178. </dl>
  179. </li>
  180. </ul>
  181. </section>
  182. <section id="features">
  183. <h2>Features<a class="headerlink" href="#features" title="Permalink to this headline">¶</a></h2>
  184. <ul class="simple">
  185. <li><dl class="simple">
  186. <dt>Cross-platform Editor</dt><dd><ul>
  187. <li><p>DCC data importers for models, textures, sounds etc.</p></li>
  188. <li><p>Scene Editor with place/move/rotate/scale controls, snapping, selection etc.</p></li>
  189. <li><p>Deployer for Android, HTML5 and desktop platforms.</p></li>
  190. <li><p>Project Browser with thumbnails, global searching and multiple view modes.</p></li>
  191. <li><p>Scene Tree and object Inspector.</p></li>
  192. <li><p>Console with Lua REPL.</p></li>
  193. </ul>
  194. </dd>
  195. </dl>
  196. </li>
  197. <li><dl class="simple">
  198. <dt>Graphics</dt><dd><ul>
  199. <li><p>High-level 3D &amp; 2D objects (meshes, cameras, lights and sprites).</p></li>
  200. <li><p>Physically-based rendering pipeline.</p></li>
  201. <li><p>Cross-platform GLSL-like shader programming language.</p></li>
  202. <li><p>3D skeletal animation.</p></li>
  203. <li><p>Animation state machine with events, variables and blending with simple expressions evaluator.</p></li>
  204. <li><p>Immediate-mode GUI API with customizable materials.</p></li>
  205. <li><p>TrueType text rendering via texture atlas.</p></li>
  206. <li><p>Flipbook sprite animation.</p></li>
  207. <li><p>FBX and custom mesh formats.</p></li>
  208. <li><p>DDS, EXR, JPG, KTX, PNG, PVR and TGA texture formats.</p></li>
  209. <li><p>D3D11, GL 3.2 and GLES 2.0 render backends.</p></li>
  210. </ul>
  211. </dd>
  212. </dl>
  213. </li>
  214. <li><dl class="simple">
  215. <dt>Physics</dt><dd><ul>
  216. <li><p>Static, dynamic and keyframed rigid bodies with multiple colliders.</p></li>
  217. <li><p>Dedicated Mover object for controlling characters.</p></li>
  218. <li><p>Collision begin/stay/end events.</p></li>
  219. <li><p>Triggers with enter/leave events.</p></li>
  220. <li><p>Spatial queries: ray-, sphere- and box-casts.</p></li>
  221. <li><p>Joints (fixed, spring and hinge).</p></li>
  222. </ul>
  223. </dd>
  224. </dl>
  225. </li>
  226. <li><dl class="simple">
  227. <dt>Scripting</dt><dd><ul>
  228. <li><p>Integrated Lua runtime can be used to control every aspect of the game.</p></li>
  229. <li><p>On supported platforms, LuaJIT is used for even higher performances.</p></li>
  230. <li><p>Integrated REPL to quickly test and experiment while the game is running.</p></li>
  231. <li><p>Live reloading of gameplay code without needing to restart the game.</p></li>
  232. </ul>
  233. </dd>
  234. </dl>
  235. </li>
  236. <li><dl class="simple">
  237. <dt>Debugging</dt><dd><ul>
  238. <li><p>Integrated profiler and data plotter graph.</p></li>
  239. <li><p>C++ and Lua callstack generation.</p></li>
  240. </ul>
  241. </dd>
  242. </dl>
  243. </li>
  244. <li><dl class="simple">
  245. <dt>Input</dt><dd><ul>
  246. <li><p>Unified interface for mice, keyboards, joypads and touchpads.</p></li>
  247. <li><p>Access to sub-frame input events list.</p></li>
  248. <li><p>Simplified polling interface for rapid prototyping.</p></li>
  249. </ul>
  250. </dd>
  251. </dl>
  252. </li>
  253. <li><dl class="simple">
  254. <dt>Audio</dt><dd><ul>
  255. <li><p>3D audio sources with position and range-based attenuation.</p></li>
  256. <li><p>Sound groups for bulk volume adjustments.</p></li>
  257. <li><p>Audio streaming.</p></li>
  258. <li><p>Formats: WAV and OGG.</p></li>
  259. </ul>
  260. </dd>
  261. </dl>
  262. </li>
  263. </ul>
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