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authorLoek Le Blansch <loek@pipeframe.xyz>2024-09-27 14:56:56 +0200
committerLoek Le Blansch <loek@pipeframe.xyz>2024-09-27 14:56:56 +0200
commit53e733922fbb2273b64c4664dedaad57dde990c5 (patch)
tree3a3b735a67d309ea2342b6330aa4d6b97725a008
parent79bb5b75df773c69503a9a499fa0a6dc8fa4e35b (diff)
parent96775d053500676e0c7daebad70c5f7d3299418d (diff)
Merge branch 'niels/design' of github.com:lonkaars/crepe-docs
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-rw-r--r--research.tex46
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+\documentclass{projdoc}
+\input{meta.tex}
+
+\title{design document}
+
+\begin{document}
+\tablestables
+\newpage
+
+\section{Introduction} This document outlines the design and development process of the Crepe Game Engine, detailing the key decisions made during its creation. The primary goal of this engine is to offer a streamlined, Unity-like experience tailored for developing 2D games similar to Jetpack Joyride.
+
+The Crepe Engine is designed to ease the transition for developers familiar with Unity, ensuring minimal friction when switching platforms. Our aim is to preserve many of Unity’s core features while introducing a lightweight and open-source alternative, licensed under the MIT License.
+
+The engine is primarily aimed at indie developers who have prior experience with Unity and are looking for a flexible, cost-effective solution with familiar workflows.
+
+
+\section{Architectural overview}
+
+\subsection{Core}
+
+\subsection{patterns}
+
+\section{Design}
+
+\subsection{Rendering}
+
+\subsection{Physics}
+
+\subsection{Scripting}
+
+\subsection{Audio}
+
+\subsection{Input}
+
+\subsection{Physics}
+
+
+\section{Tools}
+
+\section{Conclusion}
+
+
+
+\end{document}
+
diff --git a/research.tex b/research.tex
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--- a/research.tex
+++ b/research.tex
@@ -310,6 +310,52 @@ for audio some options could be: FMOD, Wwise, or iirKlang
\subsection{Findings}
+\subsection{unity formats}
+Unity has many different asset file types that can be imported to use for a game \href{https://docs.unity3d.com/Manual/BuiltInImporters.html}{unity imports}. The most important formats are the audio, text and sprite formats.
+
+\paragraph{Audio}
+
+The unity engine supports a lot of different audio formats:
+\begin{itemize}
+ \item ogg.
+ \item aif.
+ \item aiff.
+ \item flac.
+ \item wav.
+ \item mp3.
+ \item mod.
+ \item it.
+ \item s3m.
+ \item xm.
+\end{itemize}
+
+\paragraph{Sprite formats}
+
+Unity supports many different image formats:
+\begin{itemize}
+ \item jpg.
+ \item jpeg.
+ \item tif/tiff.
+ \item tga.
+ \item gif.
+ \item png.
+ \item psd.
+ \item bmp.
+ \item iff.
+ \item pict.
+ \item pic.
+ \item pct.
+ \item exr.
+ \item hdr.
+\end{itemize}
+
+\subsection{Audio Format} The choice of audio format for the Crepe game engine depends on several factors, including sound quality, memory usage, and licensing. According to various sources \href{https://dev.to/tenry/comparison-of-audio-formats-for-games-jak}{comparison audio formats}, \href{https://www.universityofgames.net/articles/audio-file-formats-used-in-game-development/}{Audio files in games} , the most commonly used audio formats in game development are WAV, MP3, and Ogg.
+
+\paragraph{Licensing} Historically, MP3 had patents on the audio format, but these restrictions have expired. Ogg and FLAC, both developed by Xiph.Org, are open-source formats. Additionally, the WAV format, though widely used, does not require a specific license for distribution.
+
+\paragraph{Conclusion} For the Crepe game engine, Ogg and FLAC are the preferred audio formats due to their open-source licenses and high compatibility. FLAC is ideal for high-quality audio with minimal compression, while Ogg is better suited for lower-quality audio that requires reduced memory usage. Both formats come from the same non-profit organization, Xiph.Org, ensuring that they align with open-source values and licensing flexibility.
+
+
\subsection{Conclusion}
\section{Rendering}