- Complete technical stack (bgfx, SDL2, YAML/JSON/TOML) - AI-friendly architecture (data-driven entities, UI, missions) - Rendering 2D implementation details (sprite batching, camera) - 16-week development plan (5 phases) - ECS architecture + component examples - LLM workflow capabilities (create/modify without C++ code) - Questions ouvertes + risk mitigation 🤖 Generated with [Claude Code](https://claude.com/claude-code) Co-Authored-By: Claude <noreply@anthropic.com>
747 lines
18 KiB
Markdown
747 lines
18 KiB
Markdown
# GroveEngine - Supplementary Design Document
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**Date créé** : 24 novembre 2025
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**Auteur** : Alexis (avec Claude Code)
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**Status** : Architecture Planning
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---
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## CONTEXTE
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**GroveEngine** est un moteur de jeu multi-projets conçu pour être :
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- **Data-driven** : Config/text-based pour tout ce qui est modifiable
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- **AI-friendly** : LLM peut créer/modifier assets sans toucher au code C++
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- **Multi-backend rendering** : Support Vulkan/DX12/Metal/OpenGL via bgfx
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- **Solide & réutilisable** : Foundation pour plusieurs projets
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**État actuel** :
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- ✅ Coeur engine done (mode debug)
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- ❌ Pas de rendering
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- ❌ Pas de framework 2D/UI
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---
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## PROJETS BASÉS SUR GROVEENGINE
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1. **Pokrovsk: Iron Line** (survival management, train builder)
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2. **AISSIA** (concepts via SecondVoice/YT-DL)
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3. **Troisième projet** : À définir
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**Objectif** : Un seul moteur, plusieurs jeux, maintenance centralisée.
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---
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## STACK TECHNIQUE
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### Rendering
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- **bgfx** : Abstraction multi-backend (Vulkan/DX12/Metal/OpenGL)
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- Multi-platform par design
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- Performant pour 2D (batching, sprites)
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- Mature (utilisé par Defold engine)
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- Dev : Branimir Karadzic (ex-Frostbite EA)
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- **SDL2** : Windowing + input
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- Cross-platform
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- Léger, bien supporté
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- **stb_image** : Texture loading
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- Single-header, simple
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### Serialization/Config
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- **yaml-cpp** : YAML parsing
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- Entities definitions
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- Missions, events, dialogues
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- **nlohmann/json** : JSON parsing
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- UI layouts
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- Save files
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- Asset manifests (alternative)
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- **TOML++** : Config files
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- Settings, constants
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- Game balance values
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### UI
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- **ImGui** : Debug/tools UI (dev only)
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- Immediate mode
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- Parfait pour tools
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- **Custom UI system** (bgfx-based) : In-game UI
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- JSON-driven layouts
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- Rendering via bgfx
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- Themeable
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### Scripting (optionnel)
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- **Lua** : Si besoin de scripting pour game logic
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- **Alternative** : Config-only (YAML events + state machines)
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- Plus simple
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- Assez pour beaucoup de cas
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---
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## ARCHITECTURE AI-FRIENDLY
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**Principe** : LLM peut créer/modifier game content sans toucher au code C++.
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### 1. Entity System (Data-Driven)
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**Structure** :
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```
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entities/
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├── wagons/
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│ ├── wagon_basic.yaml
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│ ├── wagon_armored.yaml
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│ └── wagon_workshop.yaml
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├── drones/
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│ ├── mavic_reco.yaml
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│ └── fpv_strike.yaml
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└── humans/
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└── commandant_template.yaml
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```
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**Exemple : entities/wagons/wagon_basic.yaml**
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```yaml
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entity: wagon_basic
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components:
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- type: visual
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sprite: wagon_base.png
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size: [20, 6] # Grille interne
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- type: balance
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weight: 5.0
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center_of_mass: [10, 3]
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dampeners: 0 # Upgrade level
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- type: slots
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grid: [20, 6]
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layers: [high, low]
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specialization: null # production, logistic, habitation, military
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- type: health
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hp_max: 100
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armor: 10
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```
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**LLM peut** : Créer nouveaux wagons, tweaker stats, ajouter composants.
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---
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### 2. UI Layouts (Declarative JSON)
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**Structure** :
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```
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ui/
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├── screens/
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│ ├── train_builder.json
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│ ├── mission_briefing.json
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│ └── campaign_map.json
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└── widgets/
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├── balance_gauge.json
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└── resource_panel.json
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```
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**Exemple : ui/screens/train_builder.json**
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```json
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{
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"screen": "train_builder",
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"elements": [
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{
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"type": "panel",
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"id": "wagon_view",
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"rect": [0, 0, 800, 600],
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"background": "#2a2a2a",
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"children": [
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{
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"type": "sprite",
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"id": "wagon_display",
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"anchor": "center"
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}
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]
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},
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{
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"type": "gauge",
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"id": "balance_lateral",
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"rect": [820, 20, 160, 40],
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"label": "Balance G/D",
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"min": -10,
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"max": 10,
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"value_binding": "wagon.balance.lateral",
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"color_good": "#00ff00",
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"color_warning": "#ffaa00",
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"color_bad": "#ff0000"
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},
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{
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"type": "text",
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"id": "wagon_name",
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"rect": [820, 80, 160, 30],
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"text_binding": "wagon.name",
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"font": "main_ui",
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"size": 18,
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"color": "#ffffff"
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}
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]
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}
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```
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**LLM peut** : Créer UI screens, repositionner éléments, modifier styles, créer layouts.
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---
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### 3. Game Logic (Config-Driven Events)
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**Structure** :
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```
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content/
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├── missions/
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│ ├── 2022_early/
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│ │ ├── scavenge_kyiv.yaml
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│ │ └── rescue_civilians.yaml
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│ └── 2025_late/
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│ └── drone_intercept.yaml
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├── events/
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│ ├── random_events.yaml
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│ └── story_events.yaml
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└── dialogues/
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└── commandants/
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├── sergei.yaml
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└── oksana.yaml
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```
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**Exemple : missions/2022_early/scavenge_kyiv.yaml**
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```yaml
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mission:
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id: scavenge_kyiv_outskirts
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name: "Colonne russe détruite - Périphérie Kyiv"
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year: 2022
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period: early
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difficulty: easy
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briefing:
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text: |
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Colonne blindée russe détruite à 2km au nord.
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Reconnaissance indique 8-10 véhicules abandonnés.
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Opposition minimale attendue.
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intel:
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- "Matériel récent, peu endommagé"
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- "Zone relativement sécurisée"
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- "Temps limité avant arrivée autres scavengers"
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rewards:
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metal: [50, 100]
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electronics: [20, 40]
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components_military: [5, 15]
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fame: 10
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risks:
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- type: ambush
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probability: 0.1
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- type: mines
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probability: 0.15
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events:
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- trigger: mission_start
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text: "Votre équipe approche la colonne détruite..."
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choices:
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- id: approach_cautious
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text: "Approche prudente (sweep mines)"
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time_cost: 2h
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risk_modifier: -0.5
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- id: rush
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text: "Rush rapide (grab & go)"
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time_cost: 30min
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risk_modifier: +0.8
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reward_modifier: 1.2
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- trigger: loot_phase
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condition: "approach_cautious"
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text: "Temps de fouiller méthodiquement..."
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outcomes:
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- probability: 0.7
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result: success
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rewards_modifier: 1.0
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- probability: 0.3
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result: partial
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rewards_modifier: 0.6
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```
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**LLM peut** : Créer missions, events, dialogues, choix, outcomes.
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---
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### 4. Asset Pipeline (Text Metadata)
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**Structure** :
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```
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assets/
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├── sprites/
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│ ├── wagons.manifest
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│ ├── drones.manifest
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│ └── ui.manifest
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├── textures/
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│ └── (PNG files)
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└── fonts/
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└── fonts.manifest
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```
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**Exemple : assets/sprites/wagons.manifest (TOML)**
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```toml
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[wagon_base]
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file = "textures/wagon_base.png"
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size = [400, 120]
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pivot = [200, 60]
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tags = ["wagon", "basic"]
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[wagon_armored]
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file = "textures/wagon_armored.png"
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size = [400, 120]
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pivot = [200, 60]
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weight_modifier = 1.5
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tags = ["wagon", "armored", "heavy"]
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[wagon_workshop]
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file = "textures/wagon_workshop.png"
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size = [400, 140] # Plus haut
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pivot = [200, 70]
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specialization = "production"
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tags = ["wagon", "specialized"]
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```
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**LLM peut** : Définir assets, metadata, tags, modifiers.
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---
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## ARCHITECTURE ENGINE
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### Core Systems
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**1. Entity Component System (ECS)**
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```cpp
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class Entity {
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EntityID id;
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std::vector<Component*> components;
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};
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class Component {
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virtual void Update(float dt) = 0;
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virtual void Serialize(YAML::Node& node) = 0;
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virtual void Deserialize(const YAML::Node& node) = 0;
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};
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// Exemples components
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class VisualComponent : public Component { ... }
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class BalanceComponent : public Component { ... }
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class SlotsComponent : public Component { ... }
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```
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**2. Asset Manager**
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```cpp
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class AssetManager {
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// Textures
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std::map<std::string, bgfx::TextureHandle> textures;
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// Manifests (metadata)
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std::map<std::string, AssetMetadata> metadata;
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// Fonts
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std::map<std::string, FontHandle> fonts;
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void LoadManifest(const std::string& path);
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bgfx::TextureHandle GetTexture(const std::string& id);
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};
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```
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**3. Config System**
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```cpp
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class ConfigManager {
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YAML::Node LoadYAML(const std::string& path);
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nlohmann::json LoadJSON(const std::string& path);
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Entity* CreateEntityFromYAML(const std::string& entity_id);
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UIScreen* CreateUIFromJSON(const std::string& screen_id);
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};
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```
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**4. Rendering 2D (bgfx-based)**
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```cpp
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class Renderer2D {
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bgfx::ProgramHandle sprite_shader;
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// Sprite batching pour performance
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struct SpriteBatch {
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std::vector<SpriteVertex> vertices;
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bgfx::TextureHandle texture;
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};
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void DrawSprite(const Sprite& sprite);
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void DrawRect(const Rect& rect, Color color);
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void DrawText(const std::string& text, Font font, Vec2 pos);
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void Flush(); // Submit batched draws
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};
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```
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**5. UI System (JSON-driven)**
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```cpp
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class UIManager {
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std::map<std::string, UIScreen*> screens;
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UIScreen* LoadScreen(const std::string& screen_json);
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void Update(float dt);
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void Render(Renderer2D& renderer);
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// Data binding
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void BindValue(const std::string& path, float* value);
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void BindText(const std::string& path, std::string* text);
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};
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class UIElement {
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std::string id;
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Rect rect;
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virtual void Render(Renderer2D& renderer) = 0;
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virtual void Update(float dt) = 0;
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};
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// Concrete elements
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class UIPanel : public UIElement { ... }
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class UIGauge : public UIElement { ... }
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class UIText : public UIElement { ... }
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class UISprite : public UIElement { ... }
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```
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---
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## RENDERING 2D AVEC BGFX
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### Concept de base
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**bgfx ne fait PAS de 2D directement** → Tu construis la couche 2D par-dessus.
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### Primitive : Quad (pour sprites)
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```cpp
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struct SpriteVertex {
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float x, y, z; // Position
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float u, v; // UV coords (texture)
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uint32_t color; // Tint color (ABGR)
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};
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// Vertex layout bgfx
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bgfx::VertexLayout sprite_layout;
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sprite_layout.begin()
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.add(bgfx::Attrib::Position, 3, bgfx::AttribType::Float)
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.add(bgfx::Attrib::TexCoord0, 2, bgfx::AttribType::Float)
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.add(bgfx::Attrib::Color0, 4, bgfx::AttribType::Uint8, true)
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.end();
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```
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### Sprite Rendering
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```cpp
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void Renderer2D::DrawSprite(const Sprite& sprite) {
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// 1. Batch sprite (grouper par texture)
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GetOrCreateBatch(sprite.texture).AddQuad(sprite);
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}
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void Renderer2D::Flush() {
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// 2. Pour chaque batch, submit draw call
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for (auto& batch : batches) {
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bgfx::setTexture(0, sampler, batch.texture);
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bgfx::setVertexBuffer(0, batch.vertex_buffer);
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bgfx::setIndexBuffer(batch.index_buffer);
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bgfx::setState(BGFX_STATE_DEFAULT);
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bgfx::submit(view_id, sprite_shader);
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}
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batches.clear();
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}
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```
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### Camera 2D (Orthographic)
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```cpp
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class Camera2D {
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Vec2 position;
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float zoom;
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Mat4 GetViewMatrix() const {
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return Mat4::Translation(-position.x, -position.y, 0);
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}
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Mat4 GetProjectionMatrix(int width, int height) const {
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float halfW = (width / zoom) * 0.5f;
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float halfH = (height / zoom) * 0.5f;
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return Mat4::Ortho(-halfW, halfW, -halfH, halfH, -1, 1);
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}
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};
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// Usage
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bgfx::setViewTransform(view_id,
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camera.GetViewMatrix().data,
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camera.GetProjectionMatrix(screenW, screenH).data
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);
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```
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---
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## PLAN DE DÉVELOPPEMENT
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### Phase 1 : Core Engine (3-4 semaines)
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**Semaine 1-2 : Setup bgfx + SDL2**
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- [ ] Intégrer bgfx, bx, bimg dans projet (git submodules)
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- [ ] Build bgfx pour platform cible
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- [ ] Window SDL2 + init bgfx
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- [ ] Clear screen avec couleur
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- [ ] Input basique (keyboard, mouse)
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**Semaine 3 : Rendering 2D basique**
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- [ ] Vertex layout sprites
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- [ ] Shader simple (texture + color tint)
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- [ ] Afficher 1 sprite (quad texturé)
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- [ ] Camera 2D orthographique
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**Semaine 4 : Asset Pipeline**
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- [ ] Texture loading (stb_image)
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- [ ] AssetManager basique
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- [ ] Manifest TOML (assets metadata)
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- [ ] Load sprite from manifest
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---
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### Phase 2 : Framework 2D (2-3 semaines)
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**Semaine 5 : Sprite System**
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- [ ] Sprite batching (group by texture)
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- [ ] DrawSprite API
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- [ ] DrawRect (colored quads)
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- [ ] Transform system (position, rotation, scale)
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**Semaine 6 : UI Primitives**
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- [ ] Text rendering (stb_truetype ou FreeType)
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- [ ] Font loading via manifest
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- [ ] DrawText API
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- [ ] UI elements basiques (Panel, Text, Sprite)
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**Semaine 7 : Input & Interaction**
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- [ ] Mouse picking (screen → world coords)
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- [ ] Drag & drop basique
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- [ ] Button clicks
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- [ ] Input manager
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---
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### Phase 3 : Entity System (2-3 semaines)
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**Semaine 8 : ECS Core**
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- [ ] Entity class
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- [ ] Component base class
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- [ ] Entity manager (create, destroy, query)
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- [ ] YAML serialization/deserialization
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**Semaine 9 : Components Library**
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- [ ] VisualComponent (sprite rendering)
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- [ ] TransformComponent (position, rotation)
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- [ ] BalanceComponent (pour Pokrovsk wagons)
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- [ ] SlotsComponent (grille placement)
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**Semaine 10 : Config Integration**
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- [ ] Load entity from YAML
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- [ ] Entity templates system
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- [ ] Component factory (deserialize components)
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---
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### Phase 4 : UI System (2-3 semaines)
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**Semaine 11 : UI Framework**
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- [ ] UIElement base class
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- [ ] UIManager (screen stack)
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- [ ] Layout system (anchors, rects)
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- [ ] JSON UI loading
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**Semaine 12 : UI Widgets**
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- [ ] UIPanel
|
|
- [ ] UIText (with data binding)
|
|
- [ ] UIGauge (progress bar, balance gauge)
|
|
- [ ] UIButton
|
|
|
|
**Semaine 13 : Advanced UI**
|
|
- [ ] Data binding system (link UI ↔ game data)
|
|
- [ ] Events (onClick, onHover)
|
|
- [ ] Theming (colors, fonts from config)
|
|
|
|
---
|
|
|
|
### Phase 5 : Validation Pokrovsk (2-3 semaines)
|
|
|
|
**Semaine 14 : Wagon Entity**
|
|
- [ ] Wagon YAML definition
|
|
- [ ] Instantiate wagon from config
|
|
- [ ] Render wagon sprite (double slice)
|
|
- [ ] Display balance gauges (UI)
|
|
|
|
**Semaine 15 : Train Builder UI**
|
|
- [ ] Train builder screen (JSON)
|
|
- [ ] Grid overlay (slots)
|
|
- [ ] Drag & drop elements (atelier, stockage, dortoir)
|
|
- [ ] Real-time balance calculation
|
|
|
|
**Semaine 16 : Polish & Validation**
|
|
- [ ] Balance visualization (wagon tilts if unbalanced)
|
|
- [ ] Element placement constraints
|
|
- [ ] Save/load train configuration
|
|
- [ ] Prototype jouable = validation complète
|
|
|
|
---
|
|
|
|
**TOTAL : ~10-16 semaines pour moteur complet + prototype Pokrovsk**
|
|
|
|
---
|
|
|
|
## AVANTAGES POUR LLM
|
|
|
|
### Ce que LLM peut créer/modifier sans code C++ :
|
|
|
|
**Entities**
|
|
- ✅ Wagons (YAML) : stats, composants, visuel
|
|
- ✅ Drones (YAML) : types, capacités
|
|
- ✅ Commandants (YAML) : skills, personnalité
|
|
- ✅ Missions (YAML) : events, choix, rewards
|
|
|
|
**UI**
|
|
- ✅ Screens (JSON) : layouts, elements
|
|
- ✅ Widgets (JSON) : gauges, panels, text
|
|
- ✅ Themes (JSON) : colors, fonts, styles
|
|
|
|
**Content**
|
|
- ✅ Dialogues (YAML)
|
|
- ✅ Events (YAML)
|
|
- ✅ Story beats (YAML)
|
|
- ✅ Balance values (TOML)
|
|
|
|
**Assets**
|
|
- ✅ Manifests (TOML) : sprites metadata
|
|
- ✅ Tags, categories, filters
|
|
- ✅ Asset relationships
|
|
|
|
### Workflow LLM
|
|
|
|
**Exemple : "Créer un nouveau wagon blindé lourd"**
|
|
|
|
1. LLM crée `entities/wagons/wagon_heavy_armored.yaml`
|
|
2. LLM met à jour `assets/sprites/wagons.manifest` (nouveau sprite)
|
|
3. LLM peut tester en modifiant une mission pour donner ce wagon
|
|
4. **Aucun code C++ touché**
|
|
|
|
---
|
|
|
|
## QUESTIONS OUVERTES
|
|
|
|
### Architecture
|
|
|
|
1. **Scripting Lua ou config-only ?**
|
|
- Lua = plus flexible pour game logic
|
|
- Config = plus simple, assez pour events/missions
|
|
- **Décision** : À trancher selon complexité game logic
|
|
|
|
2. **Save system format ?**
|
|
- JSON (human-readable, LLM-friendly)
|
|
- Binaire (compact, rapide)
|
|
- **Recommandation** : JSON pour dev, option binaire pour release
|
|
|
|
3. **Networking futur ?**
|
|
- Pokrovsk = solo only
|
|
- Autres projets ?
|
|
- **Impact** : Architecture ECS doit supporter network sync ou pas
|
|
|
|
### Performance
|
|
|
|
4. **Sprite batching strategy ?**
|
|
- Batch par texture (standard)
|
|
- Batch par layer (z-order)
|
|
- **Décision** : Tester performance avec prototype
|
|
|
|
5. **Entity pooling ?**
|
|
- Object pooling pour éviter alloc/dealloc
|
|
- Critical pour drones (100+ entities)
|
|
- **Recommandation** : Oui, implement dès Phase 3
|
|
|
|
### Tooling
|
|
|
|
6. **Level editor ?**
|
|
- ImGui-based editor in-engine
|
|
- Externe (web-based ?)
|
|
- **Recommandation** : ImGui in-engine = plus rapide
|
|
|
|
7. **Asset hot-reload ?**
|
|
- Reload YAML/JSON/textures sans restart
|
|
- Crucial pour iteration rapide
|
|
- **Recommandation** : Oui, implement Phase 2-3
|
|
|
|
---
|
|
|
|
## DÉPENDANCES EXTERNES
|
|
|
|
### Obligatoires
|
|
- **bgfx** : Rendering (https://github.com/bkaradzic/bgfx)
|
|
- **bx** : Base library pour bgfx (https://github.com/bkaradzic/bx)
|
|
- **bimg** : Image loading pour bgfx (https://github.com/bkaradzic/bimg)
|
|
- **SDL2** : Windowing + input (https://www.libsdl.org/)
|
|
- **yaml-cpp** : YAML parsing (https://github.com/jbeder/yaml-cpp)
|
|
- **nlohmann/json** : JSON parsing (https://github.com/nlohmann/json)
|
|
- **stb_image** : Image loading (https://github.com/nothings/stb)
|
|
|
|
### Optionnelles
|
|
- **TOML++** : TOML parsing (https://github.com/marzer/tomlplusplus)
|
|
- **ImGui** : Debug UI (https://github.com/ocornut/imgui)
|
|
- **Lua** : Scripting (https://www.lua.org/)
|
|
- **stb_truetype** : Font rendering (https://github.com/nothings/stb)
|
|
- **FreeType** : Alternative font rendering (https://freetype.org/)
|
|
|
|
---
|
|
|
|
## RISQUES & MITIGATION
|
|
|
|
| Risque | Impact | Probabilité | Mitigation |
|
|
|--------|--------|-------------|------------|
|
|
| bgfx trop complexe | HAUT | MOYEN | Exemples officiels, communauté active |
|
|
| Scope creep framework | HAUT | HAUT | Lock features après Phase 4, focus prototype |
|
|
| Performance 2D insuffisante | MOYEN | FAIBLE | Batching + profiling dès Phase 2 |
|
|
| Config system trop rigide | MOYEN | MOYEN | Itérer avec prototype Pokrovsk |
|
|
| LLM-generated content bugs | MOYEN | MOYEN | Validation schema (JSON schema, YAML schema) |
|
|
| Timeline trop optimiste | HAUT | MOYEN | Buffers 20% par phase |
|
|
|
|
---
|
|
|
|
## RÉFÉRENCES
|
|
|
|
### bgfx
|
|
- Repo officiel : https://github.com/bkaradzic/bgfx
|
|
- Documentation : https://bkaradzic.github.io/bgfx/
|
|
- Exemples : https://github.com/bkaradzic/bgfx/tree/master/examples
|
|
|
|
### Architecture ECS
|
|
- "Overwatch Gameplay Architecture" (GDC Talk)
|
|
- "Data-Oriented Design" (Richard Fabian)
|
|
|
|
### 2D Rendering bgfx
|
|
- bgfx example-26 (vectordisplay)
|
|
- NanoVG-bgfx (https://github.com/memononen/nanovg)
|
|
|
|
---
|
|
|
|
## NEXT STEPS
|
|
|
|
1. **Setup projet** : Créer repo GroveEngine, structure folders
|
|
2. **Intégrer bgfx** : Submodules + build
|
|
3. **Hello Triangle** : Première fenêtre + rendering
|
|
4. **Suivre plan Phase 1** : 4 semaines pour core engine
|
|
|
|
---
|
|
|
|
**Document Version** : 1.0
|
|
**Status** : Architecture Design
|
|
**Owner** : Alexis
|
|
**Related** : `Projects/CONCEPT/pokrovsk_iron_line_v2.md`
|