Update README
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README.md
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README.md
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@ -11,13 +11,13 @@ The goal of the project is to make a game similar to Hannah and The Pirate Caves
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## Implementation Notes
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As mentioned, this is mostly a learning experience, so certain things are implemented for the sake of learning. However, there are certain things that I didn't bother with because dealing with them will open up another can of worms. Either that or I find it too large of a feature to implement on my own without hating my existance. For these, I will use libraries.
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As this point of time (23/11/2023), these are the things I won't bother for now:
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As this point of time (24/08/2024), these are the things I won't bother for now:
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- Game rendering: I remember dealing with OpenGL for a little bit and it being a not-so-pleasant experience. This is also a large topic on its own too.
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- Camera System: This is an interesting one. I would really like to implement this. However, this is sort of tied to game rendering, so no.
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- Windows and raw input handling: Not keen on this.
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- GUI: I'm not about to roll my own GUI library for this.
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- GUI: I'm not about to roll my own GUI library for this. I'll do a lite version, but that's about it.
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- Data structures: Will only do it for specific reasons. Otherwise, use a library.
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- Level editor: ... no. This is more towards GUI design which I'm not currently keen on.
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- Level editor: ... maybe. I already have a sandbox, so maybe I can turn that into an editor lite??? Won't think too much about it for now.
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Libraries/Tools used:
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- _raylib_ \[[link](https://github.com/raysan5/raylib)\] + _raygui_ \[[link](https://github.com/raysan5/raygui)\]: MVP of this project. Basically the backbone of the game. I've use it for some past projects and it's always a pleasant experience. Can recommend!
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@ -29,14 +29,16 @@ Libraries/Tools used:
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- _LDtk_ \[[link](https://ldtk.io/)\]: A nice level editor. I haven't use it to its fullest extent, but definitely having a good experience so far.
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- _Aseprite_ \[[link](https://www.aseprite.org/)\]: Used it to create sprites. Good tool!
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- _Emscripten_ \[[link](https://emscripten.org/)\]: For web build. It's really a marvel of technology!
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- _heaptrack_ \[[link](https://github.com/KDE/heaptrack)\]: For heap profiling. Simple and straightforward to use.
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## Progress
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The engine features:
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- An Entity-Component framework with an Entity Manager + memory pool that is specific for this project
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- AABB collision system + Grid-based Broad phase collision detection
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- Scene management and transition
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- Scene tree management and transition
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- Assets management and sprite transition
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- Simple level loading
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- Simple Particle effects management
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Current progress:
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- Simple main menu + sandbox scene
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@ -47,7 +49,6 @@ Current progress:
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- Chest and Level Ending
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- Arrows and dynamites
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- Water filling
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- Simple Particle Effects
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- Sound Effects
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- Simple Camera Update System
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- Demo level pack loading
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@ -68,5 +69,12 @@ You may also turn off `BUILD_TESTING` to avoid building the tests.
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There are also other binaries generated for testing purposes. Feel free to try them out if you manage to build them.
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## Debugging && Profiling
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All binaries except the _main_ one are built with ASAN, which helps to detect memory leakage.
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_Heaptrack_ is used to do so for the main program to keep for memory leakage + heap usage. From my experience, it doesn't work with ASAN.
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I'm looking for runtime profiler. Current candidates are: _Orbit_ and _tracey_. For small-ish gameplay, the program still runs fine.
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## Note on assets
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This repository will not contain the assets used in the game, such as fonts, art, and sfx. However, the program should still run without those. Assets are placed in the _res/_ directory.
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