# Project Brussel ## Utlilized Open Source Projects + [Ogre3D](https://www.ogre3d.org/): referenced a large number of classes and implementation + [Urho3D](https://urho3d.io/) + [godot](https://godotengine.org/) + Everything else in `3rdparty/` ## Project Structure - `cmake`: CMake scripts consumed by the root `CMakeLists.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 of `brussel.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.