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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 /design.tex
parent79bb5b75df773c69503a9a499fa0a6dc8fa4e35b (diff)
parent96775d053500676e0c7daebad70c5f7d3299418d (diff)
Merge branch 'niels/design' of github.com:lonkaars/crepe-docs
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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}
+