-
-
Notifications
You must be signed in to change notification settings - Fork 497
New issue
Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.
By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.
Already on GitHub? Sign in to your account
Write an introduction for working on thrive (overall architecture introduction) #608
Comments
Here is some info I have collected that should be formatted properly (and written more clearly) and added to thrive / leviathan documentations: thrive clarification (maybe in leviathan documentation): Basically the also this: Nodes are just a way of caching references to components Note about threading and invokes linux thrive running (in the build folder): cmake .. && make -j 20 && |
thrive artist notes: I don't think there is a poly limit as such, but we'd like somewhat old laptops to still run the game fine. For the pilus a single spike will be fine, we can just put more of the models together if needed. Ogre3D uses its own model format. Doing models works like this make model in blender (or import to blender, supports a lot of of formats) -> use blender to ogre exporter -> use ogre mesh tool to make it a binary. And then heavily tweak the barely adequate automatically generated .material file to select shaders etc. the model uses |
I can draw up some UML activity/sequence diagrams to help shed some light on the code generation for the ECS engine, and how systems keep records of components they use through nodes for faster reference. |
More documentation on working with the codebase and how the systems come together would be truly fantastic. Commenting due to many months without update/resolution. |
I'm going to guess no one is ever going to want to write documentation. I did write a kind of ECS architecture documentation info that kind of fulfills this purpose but doesn't cover the overall architecture really (missing stuff like how stuff is split into folders). |
I suppose I'll repurpose this issue for tracking writing some stuff for the game with Godot now.
In addition to some general godot help: #991
Some kind of overall architecture and where things should go, is probably good as a starting point.
It shouldn't be too detailed, though as there would be a big risk that it gets outdated quickly.
The text was updated successfully, but these errors were encountered: