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  53. <li class="toctree-l2"><a class="reference internal" href="#what-is-it">What is it?</a></li>
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  90. <div class="section" id="introduction">
  91. <h1>Introduction<a class="headerlink" href="#introduction" title="Permalink to this headline">¶</a></h1>
  92. <div class="section" id="what-is-it">
  93. <h2>What is it?<a class="headerlink" href="#what-is-it" title="Permalink to this headline">¶</a></h2>
  94. <p>Crown is a general purpose and data-driven game engine, written in <a class="reference external" href="https://gist.github.com/bkaradzic/2e39896bc7d8c34e042b">orthodox</a> C++ with a
  95. minimalistic and data-oriented design philosophy in mind.</p>
  96. <p>Crown isn&#8217;t tied to a particular game type or genre but instead it offers a set
  97. of generic primitives and facilities to help you create a wide gamut of
  98. interactive 2D and 3D products.</p>
  99. <p>Crown also offers a complete cross-platform editor to create and put together
  100. all the elements that make up your game.</p>
  101. <p>Crown is loosely inspired by the Bitsquid engine and many of its design
  102. principles.</p>
  103. </div>
  104. <div class="section" id="features">
  105. <h2>Features<a class="headerlink" href="#features" title="Permalink to this headline">¶</a></h2>
  106. <p>Note: Crown is in active development and new features are added and improved all
  107. the time; you can check out the development efforts in real-time on the Crown
  108. Trello <a class="reference external" href="https://trello.com/b/h88kbJNm/crown">board</a>. You can also join our
  109. Discord <a class="reference external" href="https://discord.com/invite/CeXVWCT">channel</a>!</p>
  110. <ul>
  111. <li><dl class="first docutils">
  112. <dt>Data-driven</dt>
  113. <dd><p class="first last">Every aspect of the game is controlled through text configuration files. Text
  114. files are human-readable for easy inspection and play nicely with traditional
  115. version control systems. Before shipping, configuration files are compiled to
  116. efficient platform-specific binary blobs.</p>
  117. </dd>
  118. </dl>
  119. </li>
  120. <li><dl class="first docutils">
  121. <dt>Data-oriented</dt>
  122. <dd><p class="first last">Data in memory is organized to achieve the maximum performance possible on
  123. every platform.</p>
  124. </dd>
  125. </dl>
  126. </li>
  127. <li><dl class="first docutils">
  128. <dt>Lightweight codebase and runtime</dt>
  129. <dd><p class="first last">Engine plus tools amounts to less than 50K LOC. Written in simple &#8216;C-style&#8217;
  130. C++. It is easy for anyone to understand and make modifications.</p>
  131. </dd>
  132. </dl>
  133. </li>
  134. <li><dl class="first docutils">
  135. <dt>Editor</dt>
  136. <dd><ul class="first last simple">
  137. <li>Runs and looks equally well both on Linux and on Windows.</li>
  138. <li>Source data importers (meshes, sprites, sounds, textures etc.).</li>
  139. <li>All the editing data is held by the editor which runs in its own process, if the Runtime crashes you can restart it without losing your work.</li>
  140. <li>TCP/IP communication with Runtime allows editing to be mirrored to remote devices (phones, consoles etc.).</li>
  141. <li>Hot-reloading of every asset including code.</li>
  142. </ul>
  143. </dd>
  144. </dl>
  145. </li>
  146. <li><dl class="first docutils">
  147. <dt>Graphics</dt>
  148. <dd><ul class="first last simple">
  149. <li>High-level 2D and 3D objects: sprites, meshes and lights (directional, omni and spot).</li>
  150. <li>Cross-plaform GLSL-like shader programming language with data-driven definitions of render states and permutations.</li>
  151. <li>D3D11, GL 3.2 and GLES 2.0 render backends.</li>
  152. <li>PNG, TGA, DDS, KTX and PVR texture formats.</li>
  153. </ul>
  154. </dd>
  155. </dl>
  156. </li>
  157. <li><dl class="first docutils">
  158. <dt>Animation</dt>
  159. <dd><ul class="first last simple">
  160. <li>Animation state machine with events, variables and blending with simple expressions evaluator.</li>
  161. <li>Flipbook sprite animation.</li>
  162. </ul>
  163. </dd>
  164. </dl>
  165. </li>
  166. <li><dl class="first docutils">
  167. <dt>Physics</dt>
  168. <dd><ul class="first last simple">
  169. <li>Static, dynamic and keyframed rigid bodies, triggers and joints (fixed, spring and hinge).</li>
  170. <li>Spatial queries: ray-, sphere- and box-casts.</li>
  171. <li>Multiple collision geometries per rigid body.</li>
  172. <li>Collision geometry can be generated from mesh data, authored by artists or manually specified.</li>
  173. <li>Uniform scaling of physics objects.</li>
  174. </ul>
  175. </dd>
  176. </dl>
  177. </li>
  178. <li><dl class="first docutils">
  179. <dt>Audio</dt>
  180. <dd><ul class="first last simple">
  181. <li>3D audio sources with position and range-based attenuation.</li>
  182. <li>Volume control.</li>
  183. <li>WAV format supported.</li>
  184. </ul>
  185. </dd>
  186. </dl>
  187. </li>
  188. <li><dl class="first docutils">
  189. <dt>Scripting</dt>
  190. <dd><ul class="first last simple">
  191. <li>Integrated Lua runtime can be used to control every aspect of the game.</li>
  192. <li>LuaJIT is used on supported platforms for maximum performance.</li>
  193. <li>Integrated REPL to quickly test and experiment while the game is running.</li>
  194. <li>Live reloading of gameplay code without needing to restart the game.</li>
  195. </ul>
  196. </dd>
  197. </dl>
  198. </li>
  199. <li><dl class="first docutils">
  200. <dt>Debugging</dt>
  201. <dd><ul class="first last simple">
  202. <li>Integrated profiler.</li>
  203. <li>Callstack generation for C++ and Lua.</li>
  204. </ul>
  205. </dd>
  206. </dl>
  207. </li>
  208. <li><dl class="first docutils">
  209. <dt>Gui</dt>
  210. <dd><ul class="first last simple">
  211. <li>Immediate-mode GUI with custom materials.</li>
  212. <li>TrueType text rendering via texture atlas.</li>
  213. </ul>
  214. </dd>
  215. </dl>
  216. </li>
  217. <li><dl class="first docutils">
  218. <dt>Input</dt>
  219. <dd><ul class="first last simple">
  220. <li>Unified interface for accessing mice, keyboards, touchpads and joypads.</li>
  221. </ul>
  222. </dd>
  223. </dl>
  224. </li>
  225. <li><dl class="first docutils">
  226. <dt>Exporters</dt>
  227. <dd><ul class="first last simple">
  228. <li>Mesh exporter for Blender &gt;= 2.80.</li>
  229. </ul>
  230. </dd>
  231. </dl>
  232. </li>
  233. </ul>
  234. </div>
  235. <div class="section" id="supported-platforms">
  236. <h2>Supported platforms<a class="headerlink" href="#supported-platforms" title="Permalink to this headline">¶</a></h2>
  237. <ul>
  238. <li><dl class="first docutils">
  239. <dt>Runtime</dt>
  240. <dd><ul class="first last simple">
  241. <li>Android 7.0+ (ARMv7+)</li>
  242. <li>Ubuntu 12.04+ (x86_64)</li>
  243. <li>Windows 7, 8, 10 (x86_64)</li>
  244. </ul>
  245. </dd>
  246. </dl>
  247. </li>
  248. <li><dl class="first docutils">
  249. <dt>Editor</dt>
  250. <dd><ul class="first last simple">
  251. <li>Any 64-bit Linux distribution with GTK+ 3.16 or newer, 64-bit Ubuntu 16.04.2+ recommended</li>
  252. <li>64-bit dual-core CPU or higher</li>
  253. <li>OpenGL 3.2+ graphics card with 512 MB of RAM, 1 GB recommended</li>
  254. <li>4 GB of RAM minimum, 8 GB recommended</li>
  255. <li>1280x768 display resolution minimum, 1920x1080 recommended</li>
  256. <li>Three-button mouse</li>
  257. </ul>
  258. </dd>
  259. </dl>
  260. </li>
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