# Engine overview doc started.
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docs/engine_overview.txt
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This document will contain a high level overview of the engine and modules
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that will eventually be moved to the Trac Wiki.
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For now, we just have the table-of-contents notes from Gobby.
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engine overview
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life of a game session from start to finish (pyrogenesis startup, VFS, menu GUI,
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creation of game object, loading, gameplay, scripts, etc), mentioning the
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components involved in each part
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explanation of multiplayer sessions
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explanation of how Atlas fits in
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how to build the distribution
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supported compilers
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build system
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. only one copy of settings for Mac, Win, Unix (helps keep workspaces in sync)
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. what it means to update-workspaces
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. organization of the tree as static libraries
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. external libraries and how they are linked in
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. required libraries for Linux and OS X ("manual" installation of the game)
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finding your way around: brief description of all repository directories
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merge the below descriptions of svn/source and those already found in "finding your way"
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overview of svn/source directories:
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collada: routines for loading COLLADA 3d models
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dcdt: triangulation library used by the pathfinder
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graphics: manages objects drawn on the screen, like textures, animated models,
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terrain patches, etc
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gui: a homemade OpenGL in-game GUI based on XML files
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i18n: routines for internationalization (translating in-game text)
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lib: Jan's collection of mostly low-level routines.
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allocators: memory (sub)allocators
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posix: POSIX emulation when on Windows
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file: efficient file loading code.
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http://www.wildfiregames.com/users/code/wiki/index.php?title=Virtual_File_System
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http://www.stud.uni-karlsruhe.de/~urkt/articles/study_thesis.pdf
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res: resource handling (textures and sounds)
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sysdep: bridges differences between systems and allows 'portable' code
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debug (asserts), error handling, timing bit bashing, etc. - all the dirty details.
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maths: math code (linear algebra, geometry)
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network: the network engine (based on Enet; serializes game messages)
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pch: pre-compiled headers (this directory is required by the build system)
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ps: pyrogenesis engine - basically, 'everything else'
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utility classes, console, profiler, XML loader
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renderer: rendering algorithms, including sorting, quality settings, shadows and water
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script: scripting engine (Javascript)
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simulation: most of the actual RTS game logic
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simulation turns, entities, techs, unit AI, pathfinding, ..
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sound: (WIP) high-level sound and music engine
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builds on an abstraction of OpenAL
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tools
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particle engine, archive builder, map editor, random map generator, PMD exporter
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overview of scripts in data/mods/official/scripts (entity functions & game startup)
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misc topics:
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self-test
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. purpose
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. mechanism in VC IDE
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. where they lie
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overview of art formats
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useful features for testing/development
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copy from the finding your way around - doc
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