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  54. <li class="toctree-l2"><a class="reference internal" href="#what-is-it">What is it?</a></li>
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  91. <div class="section" id="introduction">
  92. <h1>Introduction<a class="headerlink" href="#introduction" title="Permalink to this headline">¶</a></h1>
  93. <div class="section" id="what-is-it">
  94. <h2>What is it?<a class="headerlink" href="#what-is-it" title="Permalink to this headline">¶</a></h2>
  95. <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
  96. minimalistic and data-oriented design philosophy in mind.</p>
  97. <p>Crown isn&#8217;t tied to a particular game type or genre but instead it offers a set
  98. of generic primitives and facilities to help you create a wide gamut of
  99. interactive 2D and 3D products.</p>
  100. <p>Crown also offers a complete cross-platform editor to create and put together
  101. all the elements that make up your game.</p>
  102. <p>Crown is loosely inspired by the Bitsquid engine and many of its design
  103. principles.</p>
  104. </div>
  105. <div class="section" id="features">
  106. <h2>Features<a class="headerlink" href="#features" title="Permalink to this headline">¶</a></h2>
  107. <p>Note: Crown is in active development and new features are added and improved all
  108. the time; you can check out the development efforts in real-time on the Crown
  109. Trello <a class="reference external" href="https://trello.com/b/h88kbJNm/crown">board</a>. You can also join our
  110. Discord <a class="reference external" href="https://discord.com/invite/CeXVWCT">channel</a>!</p>
  111. <ul>
  112. <li><dl class="first docutils">
  113. <dt>Data-driven</dt>
  114. <dd><p class="first last">Every aspect of the game is controlled through text configuration files. Text
  115. files are human-readable for easy inspection and play nicely with traditional
  116. version control systems. Before shipping, configuration files are compiled to
  117. efficient platform-specific binary blobs.</p>
  118. </dd>
  119. </dl>
  120. </li>
  121. <li><dl class="first docutils">
  122. <dt>Data-oriented</dt>
  123. <dd><p class="first last">Data in memory is organized to achieve the maximum performance possible on
  124. every platform.</p>
  125. </dd>
  126. </dl>
  127. </li>
  128. <li><dl class="first docutils">
  129. <dt>Lightweight codebase and runtime</dt>
  130. <dd><p class="first last">Engine plus tools amounts to less than 50K LOC. Written in simple &#8216;C-style&#8217;
  131. C++. It is easy for anyone to understand and make modifications.</p>
  132. </dd>
  133. </dl>
  134. </li>
  135. <li><dl class="first docutils">
  136. <dt>Editor</dt>
  137. <dd><ul class="first last simple">
  138. <li>Runs and looks equally well both on Linux and on Windows.</li>
  139. <li>Source data importers (meshes, sprites, sounds, textures etc.).</li>
  140. <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>
  141. <li>TCP/IP communication with Runtime allows editing to be mirrored to remote devices (phones, consoles etc.).</li>
  142. <li>Hot-reloading of every asset including code.</li>
  143. </ul>
  144. </dd>
  145. </dl>
  146. </li>
  147. <li><dl class="first docutils">
  148. <dt>Graphics</dt>
  149. <dd><ul class="first last simple">
  150. <li>High-level 2D and 3D objects: sprites, meshes and lights (directional, omni and spot).</li>
  151. <li>Cross-plaform GLSL-like shader programming language with data-driven definitions of render states and permutations.</li>
  152. <li>D3D11, GL 3.2 and GLES 2.0 render backends.</li>
  153. <li>PNG, TGA, DDS, KTX and PVR texture formats.</li>
  154. </ul>
  155. </dd>
  156. </dl>
  157. </li>
  158. <li><dl class="first docutils">
  159. <dt>Animation</dt>
  160. <dd><ul class="first last simple">
  161. <li>Animation state machine with events, variables and blending with simple expressions evaluator.</li>
  162. <li>Flipbook sprite animation.</li>
  163. </ul>
  164. </dd>
  165. </dl>
  166. </li>
  167. <li><dl class="first docutils">
  168. <dt>Physics</dt>
  169. <dd><ul class="first last simple">
  170. <li>Static, dynamic and keyframed rigid bodies, triggers and joints (fixed, spring and hinge).</li>
  171. <li>Spatial queries: ray-, sphere- and box-casts.</li>
  172. <li>Multiple collision geometries per rigid body.</li>
  173. <li>Collision geometry can be generated from mesh data, authored by artists or manually specified.</li>
  174. <li>Uniform scaling of physics objects.</li>
  175. </ul>
  176. </dd>
  177. </dl>
  178. </li>
  179. <li><dl class="first docutils">
  180. <dt>Audio</dt>
  181. <dd><ul class="first last simple">
  182. <li>3D audio sources with position and range-based attenuation.</li>
  183. <li>Volume control.</li>
  184. <li>WAV format supported.</li>
  185. </ul>
  186. </dd>
  187. </dl>
  188. </li>
  189. <li><dl class="first docutils">
  190. <dt>Scripting</dt>
  191. <dd><ul class="first last simple">
  192. <li>Integrated Lua runtime can be used to control every aspect of the game.</li>
  193. <li>LuaJIT is used on supported platforms for maximum performance.</li>
  194. <li>Integrated REPL to quickly test and experiment while the game is running.</li>
  195. <li>Live reloading of gameplay code without needing to restart the game.</li>
  196. </ul>
  197. </dd>
  198. </dl>
  199. </li>
  200. <li><dl class="first docutils">
  201. <dt>Debugging</dt>
  202. <dd><ul class="first last simple">
  203. <li>Integrated profiler.</li>
  204. <li>Callstack generation for C++ and Lua.</li>
  205. </ul>
  206. </dd>
  207. </dl>
  208. </li>
  209. <li><dl class="first docutils">
  210. <dt>Gui</dt>
  211. <dd><ul class="first last simple">
  212. <li>Immediate-mode GUI with custom materials.</li>
  213. <li>TrueType text rendering via texture atlas.</li>
  214. </ul>
  215. </dd>
  216. </dl>
  217. </li>
  218. <li><dl class="first docutils">
  219. <dt>Input</dt>
  220. <dd><ul class="first last simple">
  221. <li>Unified interface for accessing mice, keyboards, touchpads and joypads.</li>
  222. </ul>
  223. </dd>
  224. </dl>
  225. </li>
  226. <li><dl class="first docutils">
  227. <dt>Exporters</dt>
  228. <dd><ul class="first last simple">
  229. <li>Mesh exporter for Blender &gt;= 2.80.</li>
  230. </ul>
  231. </dd>
  232. </dl>
  233. </li>
  234. </ul>
  235. </div>
  236. <div class="section" id="supported-platforms">
  237. <h2>Supported platforms<a class="headerlink" href="#supported-platforms" title="Permalink to this headline">¶</a></h2>
  238. <ul>
  239. <li><dl class="first docutils">
  240. <dt>Runtime</dt>
  241. <dd><ul class="first last simple">
  242. <li>Android 7.0+ (ARMv7-a, ARMv8-a)</li>
  243. <li>Ubuntu 12.04+ (x86_64)</li>
  244. <li>Windows 7, 8, 10 (x86_64)</li>
  245. </ul>
  246. </dd>
  247. </dl>
  248. </li>
  249. <li><dl class="first docutils">
  250. <dt>Editor</dt>
  251. <dd><ul class="first last simple">
  252. <li>Any 64-bit Linux distribution with GTK+ 3.16 or newer, 64-bit Ubuntu 16.04.2+ recommended</li>
  253. <li>64-bit dual-core CPU or higher</li>
  254. <li>OpenGL 3.2+ graphics card with 512 MB of RAM, 1 GB recommended</li>
  255. <li>4 GB of RAM minimum, 8 GB recommended</li>
  256. <li>1280x768 display resolution minimum, 1920x1080 recommended</li>
  257. <li>Three-button mouse</li>
  258. </ul>
  259. </dd>
  260. </dl>
  261. </li>
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