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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 root CMakeLists.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 of buildtools/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.