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  45. <li class="toctree-l2"><a class="reference internal" href="#what-is-it">What is it?</a></li>
  46. <li class="toctree-l2"><a class="reference internal" href="#features">Features</a></li>
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  80. <div class="section" id="introduction">
  81. <h1>Introduction<a class="headerlink" href="#introduction" title="Permalink to this headline">¶</a></h1>
  82. <div class="section" id="what-is-it">
  83. <h2>What is it?<a class="headerlink" href="#what-is-it" title="Permalink to this headline">¶</a></h2>
  84. <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
  85. minimalistic and data-oriented design philosophy in mind.</p>
  86. <p>Crown isn’t tied to a particular game type or genre but instead it offers a set
  87. of generic primitives and facilities to help you create a wide gamut of
  88. interactive 2D and 3D products.</p>
  89. <p>Crown also offers a complete cross-platform editor to create and put together
  90. all the elements that make up your game.</p>
  91. <p>Crown is loosely inspired by the Bitsquid engine and many of its design
  92. principles.</p>
  93. </div>
  94. <div class="section" id="features">
  95. <h2>Features<a class="headerlink" href="#features" title="Permalink to this headline">¶</a></h2>
  96. <div class="admonition note">
  97. <p class="first admonition-title">Note</p>
  98. <p class="last">Crown is in active development and new features are added and improved all
  99. the time; you can check out the development efforts in real-time on
  100. <a class="reference external" href="https://github.com/crownengine/crown/issues">GitHub</a> and on the
  101. <a class="reference external" href="https://discord.com/invite/CeXVWCT">Discord</a> channel!</p>
  102. </div>
  103. <ul class="simple">
  104. <li><dl class="first docutils">
  105. <dt>Data-driven</dt>
  106. <dd>Every aspect of the game is controlled through text configuration files. Text
  107. files are human-readable for easy inspection and play nicely with traditional
  108. version control systems. Before shipping, configuration files are compiled to
  109. efficient platform-specific binary blobs.</dd>
  110. </dl>
  111. </li>
  112. <li><dl class="first docutils">
  113. <dt>Data-oriented</dt>
  114. <dd>Data in memory is organized to achieve the maximum performance possible on
  115. every platform.</dd>
  116. </dl>
  117. </li>
  118. <li><dl class="first docutils">
  119. <dt>Lightweight codebase and runtime</dt>
  120. <dd>Engine plus tools amounts to less than 50K LOC. Written in simple ‘C-style’
  121. C++. It is easy for anyone to understand and make modifications.</dd>
  122. </dl>
  123. </li>
  124. <li><dl class="first docutils">
  125. <dt>Editor</dt>
  126. <dd><ul class="first last">
  127. <li>Runs and looks equally well both on Linux and on Windows.</li>
  128. <li>Source data importers (meshes, sprites, sounds, textures etc.).</li>
  129. <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>
  130. <li>TCP/IP communication with Runtime allows editing to be mirrored to remote devices (phones, consoles etc.).</li>
  131. <li>Hot-reloading of every asset including code.</li>
  132. </ul>
  133. </dd>
  134. </dl>
  135. </li>
  136. <li><dl class="first docutils">
  137. <dt>Graphics</dt>
  138. <dd><ul class="first last">
  139. <li>High-level 2D and 3D objects: sprites, meshes and lights (directional, omni and spot).</li>
  140. <li>Cross-plaform GLSL-like shader programming language with data-driven definitions of render states and permutations.</li>
  141. <li>D3D11, GL 3.2 and GLES 2.0 render backends.</li>
  142. <li>PNG, TGA, DDS, KTX and PVR texture formats.</li>
  143. </ul>
  144. </dd>
  145. </dl>
  146. </li>
  147. <li><dl class="first docutils">
  148. <dt>Animation</dt>
  149. <dd><ul class="first last">
  150. <li>Animation state machine with events, variables and blending with simple expressions evaluator.</li>
  151. <li>Flipbook sprite animation.</li>
  152. </ul>
  153. </dd>
  154. </dl>
  155. </li>
  156. <li><dl class="first docutils">
  157. <dt>Physics</dt>
  158. <dd><ul class="first last">
  159. <li>Static, dynamic and keyframed rigid bodies, triggers and joints (fixed, spring and hinge).</li>
  160. <li>Spatial queries: ray-, sphere- and box-casts.</li>
  161. <li>Multiple collision geometries per rigid body.</li>
  162. <li>Collision geometry can be generated from mesh data, authored by artists or manually specified.</li>
  163. <li>Uniform scaling of physics objects.</li>
  164. </ul>
  165. </dd>
  166. </dl>
  167. </li>
  168. <li><dl class="first docutils">
  169. <dt>Audio</dt>
  170. <dd><ul class="first last">
  171. <li>3D audio sources with position and range-based attenuation.</li>
  172. <li>Volume control.</li>
  173. <li>WAV format supported.</li>
  174. </ul>
  175. </dd>
  176. </dl>
  177. </li>
  178. <li><dl class="first docutils">
  179. <dt>Scripting</dt>
  180. <dd><ul class="first last">
  181. <li>Integrated Lua runtime can be used to control every aspect of the game.</li>
  182. <li>LuaJIT is used on supported platforms for maximum performance.</li>
  183. <li>Integrated REPL to quickly test and experiment while the game is running.</li>
  184. <li>Live reloading of gameplay code without needing to restart the game.</li>
  185. </ul>
  186. </dd>
  187. </dl>
  188. </li>
  189. <li><dl class="first docutils">
  190. <dt>Debugging</dt>
  191. <dd><ul class="first last">
  192. <li>Integrated profiler.</li>
  193. <li>Callstack generation for C++ and Lua.</li>
  194. </ul>
  195. </dd>
  196. </dl>
  197. </li>
  198. <li><dl class="first docutils">
  199. <dt>Gui</dt>
  200. <dd><ul class="first last">
  201. <li>Immediate-mode GUI with custom materials.</li>
  202. <li>TrueType text rendering via texture atlas.</li>
  203. </ul>
  204. </dd>
  205. </dl>
  206. </li>
  207. <li><dl class="first docutils">
  208. <dt>Input</dt>
  209. <dd><ul class="first last">
  210. <li>Unified interface for accessing mice, keyboards, touchpads and joypads.</li>
  211. </ul>
  212. </dd>
  213. </dl>
  214. </li>
  215. <li><dl class="first docutils">
  216. <dt>Exporters</dt>
  217. <dd><ul class="first last">
  218. <li>Mesh exporter for Blender &gt;= 2.80.</li>
  219. </ul>
  220. </dd>
  221. </dl>
  222. </li>
  223. </ul>
  224. </div>
  225. <div class="section" id="supported-platforms">
  226. <h2>Supported platforms<a class="headerlink" href="#supported-platforms" title="Permalink to this headline">¶</a></h2>
  227. <ul class="simple">
  228. <li><dl class="first docutils">
  229. <dt>Runtime</dt>
  230. <dd><ul class="first last">
  231. <li>Android 7.0+ (ARMv7-a, ARMv8-a)</li>
  232. <li>HTML5 (Wasm/Emscripten)</li>
  233. <li>Ubuntu 20.04+ (x86_64)</li>
  234. <li>Windows 7+ (x86_64)</li>
  235. </ul>
  236. </dd>
  237. </dl>
  238. </li>
  239. <li><dl class="first docutils">
  240. <dt>Editor</dt>
  241. <dd><ul class="first last">
  242. <li>Any 64-bit Linux with GTK+ 3.24 or newer (Ubuntu 20.04+)</li>
  243. <li>Any 64-bit Windows 7+</li>
  244. <li>64-bit dual-core CPU or higher</li>
  245. <li>OpenGL 3.2+ graphics card with 512 MB of RAM, 1 GB recommended</li>
  246. <li>4 GB of RAM minimum, 8 GB recommended</li>
  247. <li>1366x768 display resolution minimum, 1920x1080 recommended</li>
  248. <li>Three-button mouse</li>
  249. </ul>
  250. </dd>
  251. </dl>
  252. </li>
  253. </ul>
  254. </div>
  255. <div class="section" id="contact">
  256. <h2>Contact<a class="headerlink" href="#contact" title="Permalink to this headline">¶</a></h2>
  257. <ul class="simple">
  258. <li>Website: <a class="reference external" href="https://www.crownengine.org">https://www.crownengine.org</a></li>
  259. <li>Project page: <a class="reference external" href="https://github.com/crownengine/crown">https://github.com/crownengine/crown</a></li>
  260. </ul>
  261. </div>
  262. <div class="section" id="contributors">
  263. <h2>Contributors<a class="headerlink" href="#contributors" title="Permalink to this headline">¶</a></h2>
  264. <p>In chronological order.</p>
  265. <ul class="simple">
  266. <li>Daniele Bartolini (<a class="reference external" href="https://github.com/dbartolini">&#64;dbartolini</a>)</li>
  267. <li>Simone Boscaratto (<a class="reference external" href="https://github.com/Xed89">&#64;Xed89</a>)</li>
  268. <li>Michele Rossi (<a class="reference external" href="https://github.com/mikymod">&#64;mikymod</a>)</li>
  269. <li>Michela Iacchelli - Crown logo v1.</li>
  270. <li>Raphael de Vasconcelos Nascimento (<a class="reference external" href="https://github.com/vasconssa">&#64;vasconssa</a>)</li>
  271. <li>Giulia Gazzoli - Crown logo v2.</li>
  272. </ul>
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