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-
- <div class="section" id="introduction">
- <h1>Introduction<a class="headerlink" href="#introduction" title="Permalink to this headline">¶</a></h1>
- <div class="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 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
- minimalistic and data-oriented design philosophy in mind.</p>
- <p>Crown isn’t tied to a particular game type or genre but instead it offers a set
- of generic primitives and facilities to help you create a wide gamut of
- interactive 2D and 3D products.</p>
- <p>Crown also offers a complete cross-platform editor to create and put together
- all the elements that make up your game.</p>
- <p>Crown is loosely inspired by the Bitsquid engine and many of its design
- principles.</p>
- </div>
- <div class="section" id="features">
- <h2>Features<a class="headerlink" href="#features" title="Permalink to this headline">¶</a></h2>
- <div class="admonition note">
- <p class="first admonition-title">Note</p>
- <p class="last">Crown is in active development and new features are added and improved all
- the time; you can check out the development efforts in real-time on
- <a class="reference external" href="https://github.com/crownengine/crown/issues">GitHub</a> and on the
- <a class="reference external" href="https://discord.com/invite/CeXVWCT">Discord</a> channel!</p>
- </div>
- <ul class="simple">
- <li><dl class="first docutils">
- <dt>Data-driven</dt>
- <dd>Every aspect of the game is controlled through text configuration files. Text
- files are human-readable for easy inspection and play nicely with traditional
- version control systems. Before shipping, configuration files are compiled to
- efficient platform-specific binary blobs.</dd>
- </dl>
- </li>
- <li><dl class="first docutils">
- <dt>Data-oriented</dt>
- <dd>Data in memory is organized to achieve the maximum performance possible on
- every platform.</dd>
- </dl>
- </li>
- <li><dl class="first docutils">
- <dt>Lightweight codebase and runtime</dt>
- <dd>Engine plus tools amounts to less than 50K LOC. Written in simple ‘C-style’
- C++. It is easy for anyone to understand and make modifications.</dd>
- </dl>
- </li>
- <li><dl class="first docutils">
- <dt>Editor</dt>
- <dd><ul class="first last">
- <li>Runs and looks equally well both on Linux and on Windows.</li>
- <li>Source data importers (meshes, sprites, sounds, textures etc.).</li>
- <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>
- <li>TCP/IP communication with Runtime allows editing to be mirrored to remote devices (phones, consoles etc.).</li>
- <li>Hot-reloading of every asset including code.</li>
- </ul>
- </dd>
- </dl>
- </li>
- <li><dl class="first docutils">
- <dt>Graphics</dt>
- <dd><ul class="first last">
- <li>High-level 2D and 3D objects: sprites, meshes and lights (directional, omni and spot).</li>
- <li>Cross-plaform GLSL-like shader programming language with data-driven definitions of render states and permutations.</li>
- <li>D3D11, GL 3.2 and GLES 2.0 render backends.</li>
- <li>PNG, TGA, DDS, KTX and PVR texture formats.</li>
- </ul>
- </dd>
- </dl>
- </li>
- <li><dl class="first docutils">
- <dt>Animation</dt>
- <dd><ul class="first last">
- <li>Animation state machine with events, variables and blending with simple expressions evaluator.</li>
- <li>Flipbook sprite animation.</li>
- </ul>
- </dd>
- </dl>
- </li>
- <li><dl class="first docutils">
- <dt>Physics</dt>
- <dd><ul class="first last">
- <li>Static, dynamic and keyframed rigid bodies, triggers and joints (fixed, spring and hinge).</li>
- <li>Spatial queries: ray-, sphere- and box-casts.</li>
- <li>Multiple collision geometries per rigid body.</li>
- <li>Collision geometry can be generated from mesh data, authored by artists or manually specified.</li>
- <li>Uniform scaling of physics objects.</li>
- </ul>
- </dd>
- </dl>
- </li>
- <li><dl class="first docutils">
- <dt>Audio</dt>
- <dd><ul class="first last">
- <li>3D audio sources with position and range-based attenuation.</li>
- <li>Volume control.</li>
- <li>WAV format supported.</li>
- </ul>
- </dd>
- </dl>
- </li>
- <li><dl class="first docutils">
- <dt>Scripting</dt>
- <dd><ul class="first last">
- <li>Integrated Lua runtime can be used to control every aspect of the game.</li>
- <li>LuaJIT is used on supported platforms for maximum performance.</li>
- <li>Integrated REPL to quickly test and experiment while the game is running.</li>
- <li>Live reloading of gameplay code without needing to restart the game.</li>
- </ul>
- </dd>
- </dl>
- </li>
- <li><dl class="first docutils">
- <dt>Debugging</dt>
- <dd><ul class="first last">
- <li>Integrated profiler.</li>
- <li>Callstack generation for C++ and Lua.</li>
- </ul>
- </dd>
- </dl>
- </li>
- <li><dl class="first docutils">
- <dt>Gui</dt>
- <dd><ul class="first last">
- <li>Immediate-mode GUI with custom materials.</li>
- <li>TrueType text rendering via texture atlas.</li>
- </ul>
- </dd>
- </dl>
- </li>
- <li><dl class="first docutils">
- <dt>Input</dt>
- <dd><ul class="first last">
- <li>Unified interface for accessing mice, keyboards, touchpads and joypads.</li>
- </ul>
- </dd>
- </dl>
- </li>
- <li><dl class="first docutils">
- <dt>Exporters</dt>
- <dd><ul class="first last">
- <li>Mesh exporter for Blender >= 2.80.</li>
- </ul>
- </dd>
- </dl>
- </li>
- </ul>
- </div>
- <div class="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="first docutils">
- <dt>Runtime</dt>
- <dd><ul class="first last">
- <li>Android 7.0+ (ARMv7-a, ARMv8-a)</li>
- <li>HTML5 (Wasm/Emscripten)</li>
- <li>Ubuntu 20.04+ (x86_64)</li>
- <li>Windows 7+ (x86_64)</li>
- </ul>
- </dd>
- </dl>
- </li>
- <li><dl class="first docutils">
- <dt>Editor</dt>
- <dd><ul class="first last">
- <li>Any 64-bit Linux with GTK+ 3.24 or newer (Ubuntu 20.04+)</li>
- <li>Any 64-bit Windows 7+</li>
- <li>64-bit dual-core CPU or higher</li>
- <li>OpenGL 3.2+ graphics card with 512 MB of RAM, 1 GB recommended</li>
- <li>4 GB of RAM minimum, 8 GB recommended</li>
- <li>1366x768 display resolution minimum, 1920x1080 recommended</li>
- <li>Three-button mouse</li>
- </ul>
- </dd>
- </dl>
- </li>
- </ul>
- </div>
- <div class="section" id="contact">
- <h2>Contact<a class="headerlink" href="#contact" title="Permalink to this headline">¶</a></h2>
- <ul class="simple">
- <li>Website: <a class="reference external" href="https://www.crownengine.org">https://www.crownengine.org</a></li>
- <li>Project page: <a class="reference external" href="https://github.com/crownengine/crown">https://github.com/crownengine/crown</a></li>
- </ul>
- </div>
- <div class="section" id="contributors">
- <h2>Contributors<a class="headerlink" href="#contributors" title="Permalink to this headline">¶</a></h2>
- <p>In chronological order.</p>
- <ul class="simple">
- <li>Daniele Bartolini (<a class="reference external" href="https://github.com/dbartolini">@dbartolini</a>)</li>
- <li>Simone Boscaratto (<a class="reference external" href="https://github.com/Xed89">@Xed89</a>)</li>
- <li>Michele Rossi (<a class="reference external" href="https://github.com/mikymod">@mikymod</a>)</li>
- <li>Michela Iacchelli - Crown logo v1.</li>
- <li>Raphael de Vasconcelos Nascimento (<a class="reference external" href="https://github.com/vasconssa">@vasconssa</a>)</li>
- <li>Giulia Gazzoli - Crown logo v2.</li>
- </ul>
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- </div>
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