moved readme to notes, and started writing a proper readme

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DaniTheSkunk 2023-03-17 21:29:46 +00:00
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# skunkworks-c
## code standard
snake_case for variables, function names, and struct names.
always explicit struct, no typedefs.
prefix struct members with _ (yes, its allowed, but _within_ structs only) if "private".
function order:
- create functions(including unnamed value type ones)
- destroy functions
- empty line
- static functions(ones that don't take object as parameter)
- empty line
- methods(ones that do take object as parameter)
## game skunk advance stuffs
do lots automagic...
magic main function within the header?
autocalling update and init function.
texture loading compile time? parse directory, make a variable for each (player.png -> tex_player), and a loading function that will load all of them.
### game skunk advance specs
8-bit colour, but user changeable palette(realtime)
tilesize 16x16
screensize 304x176 (19x11 tiles)
multiple tilesets... or singular big tileset? the latter... could be a nice simplification... maybe 65536 tiles, a 4096x4096 pixels texture
4 tilemaps, 1024x1024 each, tileset offsets?, rotation and other effects
256 sprites (using tileset)

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# skunkworks-c # Skunkworks
## code standard A planned to be comprehensive 2D and 3D game engine, written in C. Currently in very early development.
snake_case for variables, function names, and struct names. ## Scope
always explicit struct, no typedefs. - Hardware accelerated 2D graphics
prefix struct members with _ (yes, its allowed, but _within_ structs only) if "private". - 3D Graphics
function order: - Limited subset 2D (gameskunk advance)
- create functions(including unnamed value type ones) - Text rendering
- destroy functions - Networking (multiple models, replication and message based)
- empty line - Audio (including softsynth)
- static functions(ones that don't take object as parameter)
- empty line
- methods(ones that do take object as parameter)
## game skunk advance stuffs ## State
Very early state, first targeted milestone is gameskunk advance(a limited subset of skunkworks). Which can currently load a tileset, display multiple layers of tiles, do tile based text rendering, basic sprite support, and gamepad input.
do lots automagic... With a handful more features it will be ready for gamejams atleast. The experience of using gameskunk advance in those will shape the apis and features going forward.
magic main function within the header?
autocalling update and init function.
texture loading compile time? parse directory, make a variable for each (player.png -> tex_player), and a loading function that will load all of them.
### game skunk advance specs
8-bit colour, but user changeable palette(realtime)
tilesize 16x16
screensize 304x176 (19x11 tiles)
multiple tilesets... or singular big tileset? the latter... could be a nice simplification... maybe 65536 tiles, a 4096x4096 pixels texture
4 tilemaps, 1024x1024 each, tileset offsets?, rotation and other effects
256 sprites (using tileset)