# GroveEngine 🌳 **Modular C++ Engine Architecture for Rapid Development with Hot-Reload** GroveEngine is a lightweight, modular engine architecture designed for blazing-fast development iteration (0.4ms hot-reload validated) and optimized for Claude Code workflows. ## Key Features - 🔥 **Hot-Reload 0.4ms** - Validated blazing-fast module reloading - 🧩 **Modular Architecture** - Clean separation via interfaces (IEngine, IModule, IIO, IModuleSystem) - 🚀 **Development Velocity** - Edit → Build → Hot-reload < 1 second total - 🤖 **Claude Code Optimized** - 200-300 line modules for AI-friendly development - 📦 **Autonomous Builds** - Each module builds independently (`cmake .`) - 🔌 **Progressive Scaling** - Debug → Production → Cloud without rewriting ## Architecture Overview ``` grove::IEngine (Orchestration) ├── grove::IModuleSystem (Execution strategy) │ ├── SequentialModuleSystem (Debug/test - 1 module at a time) │ ├── ThreadedModuleSystem (Each module in thread - TODO) │ └── MultithreadedModuleSystem (Thread pool - TODO) ├── grove::IModule (Business logic - 200-300 lines) │ └── Your modules (.so/.dll hot-reloadable) └── grove::IIO (Communication) ├── IntraIO (Same process - validated) ├── LocalIO (Same machine - TODO) └── NetworkIO (Distributed - TODO) ``` ## Current Status ### ✅ Implemented & Validated - **Core Interfaces** (13): IEngine, IModule, IModuleSystem, IIO, ICoordinationModule, ITaskScheduler, IDataTree, IDataNode, IUI, ISerializable - **Debug Implementations** (Phase 2 - Pre-IDataTree): - `DebugEngine` - Comprehensive logging and health monitoring - `SequentialModuleSystem` - Ultra-lightweight execution - `IntraIO` + `IntraIOManager` - Sub-millisecond pub/sub with pattern matching - `ModuleFactory` - Dynamic .so/.dll loading system - `EngineFactory`, `ModuleSystemFactory`, `IOFactory` - Factory patterns - **Hot-Reload System** - 0.4ms average, 0.055ms best performance, perfect state preservation - **UI System** - ImGuiUI implementation with hybrid sizing ### ⚠️ Compatibility Note Current implementations use **pre-IDataTree API** (`json` config). The architecture evolved to use `IDataNode` for configuration. Implementations need adaptation or recreation for full IDataTree compatibility. ### 🚧 TODO - Adapt implementations to use IDataTree/IDataNode instead of json - Implement ThreadedModuleSystem and MultithreadedModuleSystem - Implement LocalIO and NetworkIO - Create concrete IDataTree implementations (JSONDataTree, etc.) ## Quick Start ### Try the Interactive Demo **See it in action first!** Run the full stack demo to see BgfxRenderer + UIModule + InputModule working together: ```bash # Windows run_full_stack_demo.bat # Linux ./build/tests/test_full_stack_interactive ``` **Features:** - Click buttons, drag sliders, interact with UI - Spawn bouncing sprites with physics - Complete input → UI → game → render flow - All IIO topics demonstrated See [tests/visual/README_FULL_STACK.md](tests/visual/README_FULL_STACK.md) for details. ### Directory Structure ``` GroveEngine/ ├── include/grove/ # 27 headers │ ├── IEngine.h # Core interfaces │ ├── IModule.h │ ├── IModuleSystem.h │ ├── IIO.h │ ├── IDataTree.h # Configuration system │ ├── IDataNode.h │ └── ... ├── src/ # 10 implementations │ ├── DebugEngine.cpp │ ├── SequentialModuleSystem.cpp │ ├── IntraIO.cpp │ ├── ModuleFactory.cpp │ └── ... ├── docs/ # Documentation │ ├── architecture/ │ │ ├── architecture-modulaire.md │ │ └── claude-code-integration.md │ └── implementation/ │ └── CLAUDE-HOT-RELOAD-GUIDE.md ├── modules/ # Your application modules ├── tests/ # Tests └── CMakeLists.txt # Build system ``` ### Build ```bash cd GroveEngine mkdir build && cd build cmake .. make # Or use the root CMakeLists.txt directly cmake . make ``` ### Create a Module ```cpp // MyModule.h #include class MyModule : public grove::IModule { public: json process(const json& input) override { // Your logic here (200-300 lines max) return {"result": "processed"}; } void setConfiguration(const IDataNode& config, IIO* io, ITaskScheduler* scheduler) override { // Configuration setup } // ... other interface methods }; ``` ## Documentation ### For Developers Using GroveEngine - **[DEVELOPER_GUIDE.md](docs/DEVELOPER_GUIDE.md)** - 📘 **START HERE** - Complete guide with modules, IIO topics, and full examples - **[USER_GUIDE.md](docs/USER_GUIDE.md)** - Module system basics, hot-reload, IIO communication ### Module Documentation - **[BgfxRenderer](modules/BgfxRenderer/README.md)** - 2D rendering (sprites, text, tilemap, particles) - **[UIModule](modules/UIModule/README.md)** - User interface (10 widget types, layout, scrolling) - **[InputModule](modules/InputModule/README.md)** - Input handling (mouse, keyboard, gamepad) ### Architecture & Internals - **[Architecture Modulaire](docs/architecture/architecture-modulaire.md)** - Core interface architecture - **[Claude Code Integration](docs/architecture/claude-code-integration.md)** - AI-optimized development workflow - **[Hot-Reload Guide](docs/implementation/CLAUDE-HOT-RELOAD-GUIDE.md)** - 0.4ms hot-reload system ## Philosophy ### Micro-Context Development - **Small modules** (200-300 lines) for AI-friendly development - **Autonomous builds** - Zero parent dependencies - **Hot-swappable infrastructure** - Change performance without touching business logic ### Progressive Evolution ```cpp // Start simple (MVP) DebugEngine + SequentialModuleSystem + IntraIO // Scale transparently (same module code) HighPerfEngine + MultithreadedModuleSystem + NetworkIO ``` ### Complexity Through Simplicity Complex behavior emerges from the interaction of simple, well-defined modules. ## Performance **Hot-Reload Benchmarks** (Validated): - Average: **0.4ms** - Best: **0.055ms** - 5-cycle test: **2ms total** - State persistence: **100% success rate** - Classification: **🚀 BLAZING** (Theoretical maximum achieved) ## Projects Using GroveEngine - **AISSIA** - AI Smart Schedule & Interactive Assistant (in development) - **WarFactory** (original architecture source) ## License GroveEngine is **dual-licensed** - you choose the license that fits your project: ### 📜 **GPL v3** (Open Source - Free) Use GroveEngine in open-source projects under the [GNU GPL v3](LICENSE-GPL). - ✅ **100% Free** - No costs, no royalties - ✅ **Full engine access** - Modify and use freely - ❗ **Your game must be GPL** - Source code must be published - 👥 **Community support** ### 💼 **Commercial License** (Proprietary - Royalty-Based) Use GroveEngine in closed-source commercial games under the [Commercial License](LICENSE-COMMERCIAL). - ✅ **FREE up to €100,000** revenue per project - ✅ **1% royalty** on revenue above €100,000 - ✅ **Keep your code private** - Proprietary games allowed - ✅ **Email support** - 72h response time - ✅ **Priority bug fixes** **🎮 Best for indie developers:** Most favorable royalty model in the industry! --- ### 📊 License Comparison | Feature | GPL v3 (Free) | Commercial | |------------------------|------------------------|---------------------------| | **Cost** | Free | Free up to €100k revenue | | **Royalties** | None | 1% above €100k | | **Your game license** | Must be GPL (open) | Proprietary allowed | | **Engine modifications** | Share modifications | Keep private | | **Support** | Community | Email (72h) + priority | | **Updates** | Yes | Yes + priority fixes | | **Attribution** | Required | Required ("Powered by") | | **Number of projects** | Unlimited | Unlimited | --- ### ❓ FAQ - Which License Should I Choose? **Q: I'm making a commercial indie game. Which license?** A: **Commercial License** - It's FREE until €100k, then only 1% royalties. Much better than Unreal (5% above $1M). **Q: I'm making an open-source game. Which license?** A: **GPL v3** - Perfect for open-source projects, 100% free forever. **Q: How do I declare my revenue?** A: Annual email with your project revenue. Simple and trust-based. Audits possible but rare. **Q: Can I modify the engine?** A: **Yes!** Both licenses allow modifications. GPL requires sharing them, Commercial lets you keep them private. **Q: Is GroveEngine cheaper than Unreal Engine?** A: **Yes!** We charge 1% above €100k vs Unreal's 5% above $1M USD. For a €500k game, you'd pay €4,000 with GroveEngine vs €0 with Unreal (under threshold). For a €1.5M game: €14,000 vs ~€25,000 with Unreal. **Q: What if my game makes €80,000?** A: **€0 royalties!** You're within the free tier. No payment required. **Q: Is support included?** A: GPL = community support. Commercial = email support (72h response) + priority bug fixes. **Q: How do I get the Commercial License?** A: Email **alexistrouve.pro@gmail.com** with subject "GroveEngine Commercial License Request". No upfront payment - royalties only after €100k! --- ### 🏆 Industry Comparison | Engine | Free Tier | Royalty | Notes | |---------------|---------------|--------------|--------------------------------| | **GroveEngine** | €0 - €100k | **1%** > €100k | Best for EU indie devs | | Unreal Engine | $0 - $1M USD | 5% > $1M | Higher %, higher threshold | | Unity | Subscription | None | Monthly fees (~€2k/year Pro) | | Godot | 100% Free | None | MIT, but minimal official support | **GroveEngine = Best value for games earning €100k - €500k** 🎯 --- **📧 License Questions?** Contact **alexistrouve.pro@gmail.com** ## Contributing This engine uses an architecture optimized for Claude Code development. Each module is autonomous and can be developed independently. **Constraints:** - ✅ Modules 200-300 lines maximum - ✅ Autonomous build: `cmake .` from module directory - ✅ JSON-only communication between modules - ✅ Zero dependencies up (no `#include "../"`) - ❌ Never `cmake ..` --- *GroveEngine - Where modules grow like trees in a grove 🌳*