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  89. <div class="section" id="introduction">
  90. <h1>Introduction<a class="headerlink" href="#introduction" title="Permalink to this headline">¶</a></h1>
  91. <div class="section" id="what-is-it">
  92. <h2>What is it?<a class="headerlink" href="#what-is-it" title="Permalink to this headline">¶</a></h2>
  93. <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
  94. minimalistic and data-oriented design philosophy in mind.</p>
  95. <p>Crown isn’t tied to a particular game type or genre but instead it offers a set
  96. of generic primitives and facilities to help you create a wide gamut of
  97. interactive 2D and 3D products.</p>
  98. <p>Crown also offers a complete cross-platform editor to create and put together
  99. all the elements that make up your game.</p>
  100. <p>Crown is loosely inspired by the Bitsquid engine and many of its design
  101. principles.</p>
  102. </div>
  103. <div class="section" id="features">
  104. <h2>Features<a class="headerlink" href="#features" title="Permalink to this headline">¶</a></h2>
  105. <p>Note: Crown is in active development and new features are added and improved all
  106. the time; you can check out the development efforts in real-time on the Crown
  107. Trello <a class="reference external" href="https://trello.com/b/h88kbJNm/crown">board</a>. You can also join our
  108. Discord <a class="reference external" href="https://discord.com/invite/CeXVWCT">channel</a>!</p>
  109. <ul class="simple">
  110. <li><dl class="first docutils">
  111. <dt>Data-driven</dt>
  112. <dd>Every aspect of the game is controlled through text configuration files. Text
  113. files are human-readable for easy inspection and play nicely with traditional
  114. version control systems. Before shipping, configuration files are compiled to
  115. efficient platform-specific binary blobs.</dd>
  116. </dl>
  117. </li>
  118. <li><dl class="first docutils">
  119. <dt>Data-oriented</dt>
  120. <dd>Data in memory is organized to achieve the maximum performance possible on
  121. every platform.</dd>
  122. </dl>
  123. </li>
  124. <li><dl class="first docutils">
  125. <dt>Lightweight codebase and runtime</dt>
  126. <dd>Engine plus tools amounts to less than 50K LOC. Written in simple ‘C-style’
  127. C++. It is easy for anyone to understand and make modifications.</dd>
  128. </dl>
  129. </li>
  130. <li><dl class="first docutils">
  131. <dt>Editor</dt>
  132. <dd><ul class="first last">
  133. <li>Runs and looks equally well both on Linux and on Windows.</li>
  134. <li>Source data importers (meshes, sprites, sounds, textures etc.).</li>
  135. <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>
  136. <li>TCP/IP communication with Runtime allows editing to be mirrored to remote devices (phones, consoles etc.).</li>
  137. <li>Hot-reloading of every asset including code.</li>
  138. </ul>
  139. </dd>
  140. </dl>
  141. </li>
  142. <li><dl class="first docutils">
  143. <dt>Graphics</dt>
  144. <dd><ul class="first last">
  145. <li>High-level 2D and 3D objects: sprites, meshes and lights (directional, omni and spot).</li>
  146. <li>Cross-plaform GLSL-like shader programming language with data-driven definitions of render states and permutations.</li>
  147. <li>D3D11, GL 3.2 and GLES 2.0 render backends.</li>
  148. <li>PNG, TGA, DDS, KTX and PVR texture formats.</li>
  149. </ul>
  150. </dd>
  151. </dl>
  152. </li>
  153. <li><dl class="first docutils">
  154. <dt>Animation</dt>
  155. <dd><ul class="first last">
  156. <li>Animation state machine with events, variables and blending with simple expressions evaluator.</li>
  157. <li>Flipbook sprite animation.</li>
  158. </ul>
  159. </dd>
  160. </dl>
  161. </li>
  162. <li><dl class="first docutils">
  163. <dt>Physics</dt>
  164. <dd><ul class="first last">
  165. <li>Static, dynamic and keyframed rigid bodies, triggers and joints (fixed, spring and hinge).</li>
  166. <li>Spatial queries: ray-, sphere- and box-casts.</li>
  167. <li>Multiple collision geometries per rigid body.</li>
  168. <li>Collision geometry can be generated from mesh data, authored by artists or manually specified.</li>
  169. <li>Uniform scaling of physics objects.</li>
  170. </ul>
  171. </dd>
  172. </dl>
  173. </li>
  174. <li><dl class="first docutils">
  175. <dt>Audio</dt>
  176. <dd><ul class="first last">
  177. <li>3D audio sources with position and range-based attenuation.</li>
  178. <li>Volume control.</li>
  179. <li>WAV format supported.</li>
  180. </ul>
  181. </dd>
  182. </dl>
  183. </li>
  184. <li><dl class="first docutils">
  185. <dt>Scripting</dt>
  186. <dd><ul class="first last">
  187. <li>Integrated Lua runtime can be used to control every aspect of the game.</li>
  188. <li>LuaJIT is used on supported platforms for maximum performance.</li>
  189. <li>Integrated REPL to quickly test and experiment while the game is running.</li>
  190. <li>Live reloading of gameplay code without needing to restart the game.</li>
  191. </ul>
  192. </dd>
  193. </dl>
  194. </li>
  195. <li><dl class="first docutils">
  196. <dt>Debugging</dt>
  197. <dd><ul class="first last">
  198. <li>Integrated profiler.</li>
  199. <li>Callstack generation for C++ and Lua.</li>
  200. </ul>
  201. </dd>
  202. </dl>
  203. </li>
  204. <li><dl class="first docutils">
  205. <dt>Gui</dt>
  206. <dd><ul class="first last">
  207. <li>Immediate-mode GUI with custom materials.</li>
  208. <li>TrueType text rendering via texture atlas.</li>
  209. </ul>
  210. </dd>
  211. </dl>
  212. </li>
  213. <li><dl class="first docutils">
  214. <dt>Input</dt>
  215. <dd><ul class="first last">
  216. <li>Unified interface for accessing mice, keyboards, touchpads and joypads.</li>
  217. </ul>
  218. </dd>
  219. </dl>
  220. </li>
  221. <li><dl class="first docutils">
  222. <dt>Exporters</dt>
  223. <dd><ul class="first last">
  224. <li>Mesh exporter for Blender &gt;= 2.80.</li>
  225. </ul>
  226. </dd>
  227. </dl>
  228. </li>
  229. </ul>
  230. </div>
  231. <div class="section" id="supported-platforms">
  232. <h2>Supported platforms<a class="headerlink" href="#supported-platforms" title="Permalink to this headline">¶</a></h2>
  233. <ul class="simple">
  234. <li><dl class="first docutils">
  235. <dt>Runtime</dt>
  236. <dd><ul class="first last">
  237. <li>Android 7.0+ (ARMv7-a, ARMv8-a)</li>
  238. <li>Ubuntu 18.04+ (x86_64)</li>
  239. <li>Windows 7, 8, 10 (x86_64)</li>
  240. </ul>
  241. </dd>
  242. </dl>
  243. </li>
  244. <li><dl class="first docutils">
  245. <dt>Editor</dt>
  246. <dd><ul class="first last">
  247. <li>Any 64-bit Linux distribution with GTK+ 3.22 or newer, 64-bit Ubuntu 18.04+ recommended</li>
  248. <li>64-bit dual-core CPU or higher</li>
  249. <li>OpenGL 3.2+ graphics card with 512 MB of RAM, 1 GB recommended</li>
  250. <li>4 GB of RAM minimum, 8 GB recommended</li>
  251. <li>1280x768 display resolution minimum, 1920x1080 recommended</li>
  252. <li>Three-button mouse</li>
  253. </ul>
  254. </dd>
  255. </dl>
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