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# 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.