Update README.md
parent
d128102072
commit
945214a5e4
16
README.md
16
README.md
|
@ -10,7 +10,7 @@
|
||||||
|
|
||||||
<br />
|
<br />
|
||||||
<div align="center">
|
<div align="center">
|
||||||
Small C99 2D game engine with focus on prototyping.
|
Small C99 2D game engine with a focus on prototyping.
|
||||||
</div>
|
</div>
|
||||||
|
|
||||||
<div align="center">
|
<div align="center">
|
||||||
|
@ -22,28 +22,28 @@
|
||||||
</div>
|
</div>
|
||||||
|
|
||||||
# Introduction
|
# Introduction
|
||||||
zpl.eco2d is a small framework / game engine made out of curiosity. It attempts to bridge several libraries to create a playable sandbox with ease of extensibility and with performance in mind. The goal is not to create a generic 2D game engine, but to build a prototype of a game that can be further used for various experiments. As such,
|
zpl.eco2d is a small framework/game engine made out of curiosity. It attempts to bridge several libraries to create a playable sandbox with ease of extensibility and with performance in mind. The goal is not to make a generic 2D game engine but to build a game prototype that anyone can use to build various experiments. As such,
|
||||||
|
|
||||||
The game runs on top of [raylib](https://raylib.com/) technologies and makes use of the [zpl](https://zpl.pw/) ecosystem alongside the **cwpack** library for data serialization. The game logic and lifecycle is maintained with the use of [flecs](https://github.com/SanderMertens/flecs/) library and its suite of tools that help us improve the development efficiency.
|
The game runs on top of [raylib](https://raylib.com/) technologies and makes use of the [zpl](https://zpl.pw/) ecosystem alongside the **cwpack** library for data serialization. The game logic and lifecycle are maintained using [flecs](https://github.com/SanderMertens/flecs/) library and its suite of tools that help us improve the development efficiency.
|
||||||
|
|
||||||
It was built with networked game sessions in mind from the ground up and therefore provides 2 major ways to play the game:
|
It was built with networked game sessions in mind from the ground up and therefore provided two significant ways to play the game:
|
||||||
* Networked game (UDP) - networked sessions benefit from the use of [enet](https://github.com/zpl-c/enet/) library.
|
* Networked game (UDP) - networked sessions benefit from the use of [enet](https://github.com/zpl-c/enet/) library.
|
||||||
* Local Only sessions - Data is streamed via local buffers.
|
* Local Only sessions - Data is streamed via local buffers.
|
||||||
|
|
||||||
In both cases, the game engine does not differentiate between these 2 options and makes the concept of server<>client infrastructure fully abstract. Gameplay logic is only tied to living entities, where entity might happen to represent a networked client / local controller.
|
In both cases, the game engine does not differentiate between these two options and makes the concept of Server <>client infrastructure entirely abstract. As a result, gameplay logic is only tied to living entities, where the entity might represent a networked client / local controller.
|
||||||
|
|
||||||
All data is transferred via packets that are fully automated by our own serialization rule system, which uses the **cwpack** library in the background.
|
All data is transferred via packets fully automated by our serialization rule system, which uses the **cwpack** library in the background.
|
||||||
|
|
||||||
Data is streamed in or out using the [librg](https://github.com/zpl-c/librg/) library, thanks to which all clients only receive data relevant to their location.
|
Data is streamed in or out using the [librg](https://github.com/zpl-c/librg/) library, thanks to which all clients only receive data relevant to their location.
|
||||||
|
|
||||||
On top of that, the game client is also capable of spinning up multiple client heads and cycle between them, which allows us to easily debug new features locally without having to physically start the server.
|
On top of that, the game client can also spin up multiple client heads and cycle between them, which allows us to easily debug new features locally without having to start the Server physically.
|
||||||
|
|
||||||
In the abstract sense, we call the Server the game master hosting all gameplay rules and features, while the Client represents a terminal sending key inputs and receiving data to render.
|
In the abstract sense, we call the Server the game master hosting all gameplay rules and features, while the Client represents a terminal sending key inputs and receiving data to render.
|
||||||
|
|
||||||
## Major things to do
|
## Major things to do
|
||||||
* More believable world generation.
|
* More believable world generation.
|
||||||
* Networking implementation, the communication part is done, but there's currently no way to start a headless server or connect to it anyhow.
|
* Networking implementation, the communication part is done, but there's currently no way to start a headless server or connect to it anyhow.
|
||||||
* Improved rendering - the current world structure does not allow for layered blocks, but it's something worth looking at.
|
* Improved rendering - the current world structure does not allow for layered blocks, but it's something worth looking into.
|
||||||
* UI and visual effects
|
* UI and visual effects
|
||||||
|
|
||||||
# Build the project
|
# Build the project
|
||||||
|
|
Loading…
Reference in New Issue