From 08f65674dc02f613c72e84385a8374c0535d88cb Mon Sep 17 00:00:00 2001 From: heavydemon21 Date: Wed, 11 Sep 2024 16:31:43 +0200 Subject: research started --- research.tex | 43 ++++++++++++++++++++++++++++++++++++++++++- 1 file changed, 42 insertions(+), 1 deletion(-) diff --git a/research.tex b/research.tex index ca2afed..8ce9098 100644 --- a/research.tex +++ b/research.tex @@ -152,12 +152,53 @@ for audio some options could be: FMOD, Wwise, or iirKlang \subsection{Conclusion} -\section{Gameloop/resource manager} +\section{resource manager} \subsection{Introduction} \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} + +Unity uses a *Audio Source* component that holds the reference of the audio format which are all these different types. +\begin{itemize} + \item ogg. + \item aif. + \item aiff. + \item flac. + \item wav. + \item mp3. + \item mod. + \item it. + \item s3m. + \item xm. +\end{itemize} + +Where then the *Audio clip* contains all the audio data used by the *Audio Source* components. Inside the audio clip are options about each specified audio file to change specific settings from the origanl file. for example load type, compression format, quality, sample rate and more \href{https://docs.unity.cn/2018.4/Documentation/Manual/class-AudioClip.html}{audio clip} + +\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{Conclusion} \section{Rendering} -- cgit v1.2.3 From 05911a90908e3fb2bd1c1ca2add2ef4fef1fed1e Mon Sep 17 00:00:00 2001 From: heavydemon21 Date: Thu, 12 Sep 2024 14:17:12 +0200 Subject: research --- research.tex | 30 +++++++++++++++++++++++++++--- 1 file changed, 27 insertions(+), 3 deletions(-) diff --git a/research.tex b/research.tex index 8ce9098..b26018e 100644 --- a/research.tex +++ b/research.tex @@ -163,7 +163,7 @@ Unity has many different asset file types that can be imported to use for a game \paragraph{Audio} -Unity uses a *Audio Source* component that holds the reference of the audio format which are all these different types. +The unity engine supports a lot of different audio formats: \begin{itemize} \item ogg. \item aif. @@ -177,9 +177,8 @@ Unity uses a *Audio Source* component that holds the reference of the audio form \item xm. \end{itemize} -Where then the *Audio clip* contains all the audio data used by the *Audio Source* components. Inside the audio clip are options about each specified audio file to change specific settings from the origanl file. for example load type, compression format, quality, sample rate and more \href{https://docs.unity.cn/2018.4/Documentation/Manual/class-AudioClip.html}{audio clip} - \paragraph{Sprite formats} + Unity supports many different image formats: \begin{itemize} \item jpg. @@ -198,6 +197,31 @@ Unity supports many different image formats: \item hdr. \end{itemize} +\paragraph{scripts} +The different text scripts unity supports: + \begin{itemize} + \item txt + \item html + \item htm + \item xml + \item json + \item csv + \item yaml + \item bytes + \item fnt + \item manifest + \item md + \item js + \item boo + \item rsp + \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} -- cgit v1.2.3 From 5a803d4b727bab3a8b2f772ac82604a643dada3c Mon Sep 17 00:00:00 2001 From: heavydemon21 Date: Thu, 12 Sep 2024 14:48:49 +0200 Subject: design document --- design.tex | 45 +++++++++++++++++++++++++++++++++++++++++++++ 1 file changed, 45 insertions(+) create mode 100644 design.tex diff --git a/design.tex b/design.tex new file mode 100644 index 0000000..30e574b --- /dev/null +++ b/design.tex @@ -0,0 +1,45 @@ +\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} + -- cgit v1.2.3 From 83999b29846e1338e43bf9b2fe7489d778cb7d0c Mon Sep 17 00:00:00 2001 From: heavydemon21 Date: Sun, 15 Sep 2024 13:12:27 +0200 Subject: research --- research.tex | 19 ------------------- 1 file changed, 19 deletions(-) diff --git a/research.tex b/research.tex index b26018e..8dfb2a6 100644 --- a/research.tex +++ b/research.tex @@ -197,25 +197,6 @@ Unity supports many different image formats: \item hdr. \end{itemize} -\paragraph{scripts} -The different text scripts unity supports: - \begin{itemize} - \item txt - \item html - \item htm - \item xml - \item json - \item csv - \item yaml - \item bytes - \item fnt - \item manifest - \item md - \item js - \item boo - \item rsp - \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. -- cgit v1.2.3