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
.brussel.common
: The "standard library" of this project, included on all targets. Check each target's build script for details.brussel.engine
: Shared engine code, included on all targets. Not quite feeling "standard library", more specific to this project.brussel.editor
: Shared editor code. Can be disabled on a release build.- TODO: move the
Editor*.(hpp|cpp)
files from engine to here. .common
: Vendored libraries.brussel.codegen
.comp
: Code generator similar to Qt MOC..rt
: Code that's consumed along with output ofbrussel.codegen.comp
.brussel.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.
The earliest, Git repo history can be found in project-brussel.orig
.
The PlasticSCM history (which includes the imported original Git repo) is in this repo. Grep for all commits with message starting with "Changeset:". The switch happened 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.
The forked history can be found in project-brussel.2023fork
.
Eventually I saw problems with PlasticSCM: being bought by Unity, hard-to-use and buggy client, vendor lock-in (repo only existed on their cloud offering).
Their fast-export support is broken. After a few attempts at exporting, between 2023 to early 2024, I declared defeat, and then copied the latest version into a Git repo to start from scratch.
This repository is the history from project-brussel.2023fork
rebased onto a successful export of the PlasticSCM history.
See 3597d7c7aac002bce8b25d9cbaefefc0be77e03d for notes on the export.
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.