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-
- <section id="introduction">
- <h1>Introduction<a class="headerlink" href="#introduction" title="Permalink to this headline">¶</a></h1>
- <section id="what-is-it">
- <h2>What is it?<a class="headerlink" href="#what-is-it" title="Permalink to this headline">¶</a></h2>
- <p>Crown is a complete and cross-platform game engine designed for flexibility,
- performance, and fast-iterations.</p>
- <p>It is not limited to a specific game type or genre; rather, it provides a set of
- versatile primitives and tools that can be used to create a broad range of both
- 3D and 2D games.</p>
- <img alt="_images/level-editor.png" src="_images/level-editor.png" />
- <div class="admonition note">
- <p class="admonition-title">Note</p>
- <p>Crown is in active development and new features are added and improved all
- 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
- the <a class="reference external" href="https://discord.com/invite/CeXVWCT">Discord</a> channel!</p>
- </div>
- </section>
- <section id="license">
- <h2>License<a class="headerlink" href="#license" title="Permalink to this headline">¶</a></h2>
- <p>The games you create with Crown is your sole property. All the data (models,
- textures, levels etc.) and code you produce (including data and code that Crown
- 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
- exhaustive list of the licenses involved.</p>
- </section>
- <section id="supported-platforms">
- <h2>Supported platforms<a class="headerlink" href="#supported-platforms" title="Permalink to this headline">¶</a></h2>
- <ul class="simple">
- <li><dl class="simple">
- <dt>Runtime</dt><dd><ul>
- <li><p>Android 7.0+ (ARMv7-a, ARMv8-a)</p></li>
- <li><p>HTML5 (Wasm/Emscripten)</p></li>
- <li><p>Ubuntu 20.04+ (x86_64)</p></li>
- <li><p>Windows 7+ (x86_64)</p></li>
- </ul>
- </dd>
- </dl>
- </li>
- <li><dl class="simple">
- <dt>Editor</dt><dd><ul>
- <li><p>Ubuntu 20.04+ (or any 64-bit Linux with GTK+ >= 3.24)</p></li>
- <li><p>Windows 7+</p></li>
- </ul>
- </dd>
- </dl>
- </li>
- </ul>
- </section>
- <section id="design-principles">
- <h2>Design Principles<a class="headerlink" href="#design-principles" title="Permalink to this headline">¶</a></h2>
- <p>Crown is loosely inspired by the Bitsquid engine and shares with it many of its
- design principles:</p>
- <ul class="simple">
- <li><dl class="simple">
- <dt>Data-driven</dt><dd><p>All aspects of the game are defined via text-based configuration files,
- which are compiled into native, efficient, platform-specific BLOBs before
- shipping. These files are human-readable, making them easy to inspect and
- compatible with traditional VCS and regular text-based utilities.</p>
- </dd>
- </dl>
- </li>
- <li><dl class="simple">
- <dt>Data-oriented</dt><dd><p>Data in memory is organized to achieve the maximum performance possible on
- every supported platform.</p>
- </dd>
- </dl>
- </li>
- <li><dl class="simple">
- <dt>Hot-reload everything</dt><dd><p>Every game asset is reloadable at run-time, including code.</p>
- </dd>
- </dl>
- </li>
- <li><dl class="simple">
- <dt>Multi-process Editor/Runtime architecture</dt><dd><p>The Editor and the Runtime live in separate processes. The Editor helds all
- the important data: if the Runtime crashes you can restart it without losing
- any work.</p>
- </dd>
- </dl>
- </li>
- <li><dl class="simple">
- <dt>Lightweight Codebase and Runtime</dt><dd><p>The Runtime (plus tools) consist of fewer than 70K lines of code. Written in
- straightforward ‘C-style’ C++, it is easily understood and extensible by
- anyone.</p>
- </dd>
- </dl>
- </li>
- </ul>
- </section>
- <section id="features">
- <h2>Features<a class="headerlink" href="#features" title="Permalink to this headline">¶</a></h2>
- <ul class="simple">
- <li><dl class="simple">
- <dt>Cross-platform Editor</dt><dd><ul>
- <li><p>DCC data importers for models, textures, sounds etc.</p></li>
- <li><p>Scene Editor with place/move/rotate/scale controls, snapping, selection etc.</p></li>
- <li><p>Deployer for Android, HTML5 and desktop platforms.</p></li>
- <li><p>Project Browser with thumbnails, global searching and multiple view modes.</p></li>
- <li><p>Scene Tree and object Inspector.</p></li>
- <li><p>Console with Lua REPL.</p></li>
- </ul>
- </dd>
- </dl>
- </li>
- <li><dl class="simple">
- <dt>Graphics</dt><dd><ul>
- <li><p>High-level 3D & 2D objects (meshes, cameras, lights and sprites).</p></li>
- <li><p>Physically-based rendering pipeline.</p></li>
- <li><p>Cross-platform GLSL-like shader programming language.</p></li>
- <li><p>3D skeletal animation.</p></li>
- <li><p>Animation state machine with events, variables and blending with simple expressions evaluator.</p></li>
- <li><p>Immediate-mode GUI API with customizable materials.</p></li>
- <li><p>TrueType text rendering via texture atlas.</p></li>
- <li><p>Flipbook sprite animation.</p></li>
- <li><p>FBX and custom mesh formats.</p></li>
- <li><p>DDS, EXR, JPG, KTX, PNG, PVR and TGA texture formats.</p></li>
- <li><p>D3D11, GL 3.2 and GLES 2.0 render backends.</p></li>
- </ul>
- </dd>
- </dl>
- </li>
- <li><dl class="simple">
- <dt>Physics</dt><dd><ul>
- <li><p>Static, dynamic and keyframed rigid bodies with multiple colliders.</p></li>
- <li><p>Dedicated Mover object for controlling characters.</p></li>
- <li><p>Collision begin/stay/end events.</p></li>
- <li><p>Triggers with enter/leave events.</p></li>
- <li><p>Spatial queries: ray-, sphere- and box-casts.</p></li>
- <li><p>Joints (fixed, spring and hinge).</p></li>
- </ul>
- </dd>
- </dl>
- </li>
- <li><dl class="simple">
- <dt>Scripting</dt><dd><ul>
- <li><p>Integrated Lua runtime can be used to control every aspect of the game.</p></li>
- <li><p>On supported platforms, LuaJIT is used for even higher performances.</p></li>
- <li><p>Integrated REPL to quickly test and experiment while the game is running.</p></li>
- <li><p>Live reloading of gameplay code without needing to restart the game.</p></li>
- </ul>
- </dd>
- </dl>
- </li>
- <li><dl class="simple">
- <dt>Debugging</dt><dd><ul>
- <li><p>Integrated profiler and data plotter graph.</p></li>
- <li><p>C++ and Lua callstack generation.</p></li>
- </ul>
- </dd>
- </dl>
- </li>
- <li><dl class="simple">
- <dt>Input</dt><dd><ul>
- <li><p>Unified interface for mice, keyboards, joypads and touchpads.</p></li>
- <li><p>Access to sub-frame input events list.</p></li>
- <li><p>Simplified polling interface for rapid prototyping.</p></li>
- </ul>
- </dd>
- </dl>
- </li>
- <li><dl class="simple">
- <dt>Audio</dt><dd><ul>
- <li><p>3D audio sources with position and range-based attenuation.</p></li>
- <li><p>Sound groups for bulk volume adjustments.</p></li>
- <li><p>Audio streaming.</p></li>
- <li><p>Formats: WAV and OGG.</p></li>
- </ul>
- </dd>
- </dl>
- </li>
- </ul>
- </section>
- </section>
- </div>
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