# 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`. - `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.