Project Brussel
Utlilized Open Source Projects
- Ogre3D: referenced a large number of classes and implementation
- Urho3D
- godot
- Everything else in
3rdparty/
Project Structure
cmake
: CMake scripts consumed by the rootCMakeLists.txt
.10-common
: Code that's compiled as a part of all targets. Check each target's build script for details.20-codegen-compiler
: Code generator similar to Qt MOC.20-codegen-runtime
: Code that's consumed along with output ofbuildtools/codegen
.30-game
: The main game.assets
: The assets for the main game.
History
This project started around the summer of 2022, as an experimental game with local, multi-keyboard multiplayer. The scope expanded, distractions happened, and it more or less turned into a playground for cool and cursed engine tricks.
In PlasticSCM
The earliest history can be found in project-brussel@rtk0c@cloud
—if you can find it.
It was initially developed in a PlasticSCM repo, for the sake of playing with a different VCS. At the time, PlasticSCM advertises itself as both distributed- and centralized-VCS, up to each user's choice. It indeed worked more or less like so, but I was alone, so this made zero difference. Eventually I saw problems with it: being bought by Unity, hard-to-use client, and vendor lock-in. Their Git export was broken every time I tried it, ranging from 2023 to early 2024. At some point I gave up and just copied the latest version into a Git repo here.
Project Name
Originally it was called project-brussel
, after a series of game prototypes I was worked on.
After moving to Git, the project-
prefix is dropped for conciseness.