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-rw-r--r--contributing.md2
-rw-r--r--design.tex25
-rw-r--r--research.tex49
-rw-r--r--style.md3
4 files changed, 58 insertions, 21 deletions
diff --git a/contributing.md b/contributing.md
index 46cfeca..8105e0d 100644
--- a/contributing.md
+++ b/contributing.md
@@ -7,7 +7,7 @@ other document.
- Indent using tabs
- Wrap long lines at column 80
- ASCII only (LaTeX syntax should be used instead of UTF-8, i.e. `fa\c{c}ade`
- instead of `façade`, `---` instead of `—`)
+ instead of `façade`, `---` instead of `—`, `cr\^epe` instead of `crêpe`)
- Images should be placed in the img/ folder
- Labels and bibliography keys should only consist of characters from the
following set: `[a-z0-9:-]` (lower-case, numbers, colon, dash).
diff --git a/design.tex b/design.tex
index 30e574b..c5bd017 100644
--- a/design.tex
+++ b/design.tex
@@ -1,24 +1,32 @@
\documentclass{projdoc}
-\input{meta.tex}
-\title{design document}
+\title{Software Design}
\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.
+\section{Introduction}
-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.
+This document outlines the design and development process of the cr\^epe 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 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.
+The cr\^epe 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}
+\section{Overview}
\subsection{Core}
-\subsection{patterns}
+\subsection{Patterns}
\section{Design}
@@ -34,12 +42,9 @@ The engine is primarily aimed at indie developers who have prior experience with
\subsection{Physics}
-
\section{Tools}
\section{Conclusion}
-
-
\end{document}
diff --git a/research.tex b/research.tex
index 4a65ec3..1b8a5ab 100644
--- a/research.tex
+++ b/research.tex
@@ -1,6 +1,6 @@
\documentclass{projdoc}
-\title{Research document}
+\title{Research Document}
\begin{document}
\tablestables
@@ -310,12 +310,18 @@ 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.
+\subsection{Unity formats}
-\paragraph{Audio}
+% TODO: +ref (urldate 2024-09-11)
+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.
-The unity engine supports a lot of different audio formats:
+\subsubsection{Audio}
+
+% NOTE: multicols to save space (is this list necessary?)
+The unity engine supports a lot of different audio formats:\noparbreak
+\begin{multicols}{5}
\begin{itemize}
\item ogg.
\item aif.
@@ -328,10 +334,13 @@ The unity engine supports a lot of different audio formats:
\item s3m.
\item xm.
\end{itemize}
+\end{multicols}
-\paragraph{Sprite formats}
+\subsubsection{Sprite formats}
-Unity supports many different image formats:
+% NOTE: multicols to save space (is this list necessary?)
+Unity supports many different image formats:\noparbreak
+\begin{multicols}{5}
\begin{itemize}
\item jpg.
\item jpeg.
@@ -348,13 +357,32 @@ Unity supports many different image formats:
\item exr.
\item hdr.
\end{itemize}
+\end{multicols}
+
+\subsection{Audio Format}
-\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.
+% TODO: +ref (both urldate 2024-09-12)
+The choice of audio format for the cr\^epe 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.
+\subsubsection{Licensing}
-\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.
+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.
+\subsubsection{Conclusion}
+
+For the cr\^epe 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}
@@ -477,3 +505,4 @@ the most suitable (and only) audio library for use in this project.
\subsection{Conclusion}
\end{document}
+
diff --git a/style.md b/style.md
index 8dca81b..2229947 100644
--- a/style.md
+++ b/style.md
@@ -13,6 +13,9 @@ reference.
instead of a slash, etc.)
- Quotes are closed before punctuation marks.
- Do not use contractions, modal adverbs or rhetorical questions.
+- The engine is stylized in lowercase, and is just called 'crêpe'. Additional
+ words describing what crêpe is (i.e. '(game) engine') should not be
+ capitalized, as crêpe is not written like a porper noun.
# References