include recast4j, reorg documentation
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austin 2024-02-29 13:20:10 -05:00
parent 9407c13217
commit 36e2563e03
26 changed files with 111 additions and 13 deletions

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#maven.buildNumber.plugin properties file
#Wed Feb 28 20:29:21 EST 2024
buildNumber=26
#Thu Feb 29 11:18:06 EST 2024
buildNumber=29

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@page architectureindex Engine Architecture

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# Weaving Meshes
@page WeavingMeshes Weaving Meshes

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@page blenderindex Blender
[TOC]
- @subpage WeavingMeshes

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@page codegen Internal Field Synchronization
## Behavior Trees

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@page codegenindex Internal Code Generation
[TOC]
- @subpage codegen

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# Debug Loading Halting
@page LoadingHalting Debug Loading Halting
A very common issue is that the loading for the client never completes for a certain gamemode.
The goal of this doc is to track causes for this so that it can be debugged faster in the future.

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@page indexdebug Debugging
[TOC]
- @subpage LoadingHalting

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# Documentation System Explanation
@page doxygen Documentation System Explanation
The engine uses doxygen to document its features, code, and organization.
## Building

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@page indexdocumentation Documentation
[TOC]
- @subpage doxygen

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@page entitytypesindex Entity Types
[TOC]
- @subpage treesystem

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# Tree System
@page treesystem Tree System
### The Concept

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@page highleveldesignindex High Level Game Design
[TOC]
- @subpage macroWorldPartitioning

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# Macro World Partitioning
@page macroWorldPartitioning Macro World Partitioning

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@page navmeshIndex Navigation Systems
[TOC]
- @subpage navmesh

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@page navmesh Nav Mesh System
## High Level Overview
https://github.com/ppiastucki/recast4j
recast4j is a java lib that provides java version of recast and detour. Recast generates navmeshes, detour handles pathfinding through meshes generated with recast.
Goal is to eventually bake them into the engine.
## Future Goals
- Overhaul existing, broken navmesh logic to leverage recast and detour

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# Collision Engine
@page collision Collision Engine

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@page physicsindex Physics and Collision Systems
[TOC]
- @subpage collision
- @subpage physics

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# Physics Engine
@page physics Physics Engine
## High Level Overview
The goal of the physics engine is to wrap around the collision engine to allow physics to occur within the game.

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# Draw Cells
@page DrawCell Draw Cells
TODO

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# Fonts
@page Fonts Fonts

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@page indexrendering Rendering
[TOC]
- @subpage DrawCell
- @subpage Fonts
- @subpage modelLoading

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# Model Loading
@page modelLoading Model Loading
TODO

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# Entity Spawning
@page entitySpawning Entity Spawning
Recommended flow and tips for spawning entities from the server

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@page servercommonindex Common Server Tasks
[TOC]
- @subpage entitySpawning

35
pom.xml
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<maven.compiler.target>17</maven.compiler.target>
<lwjgl.version>3.2.3</lwjgl.version>
<joml.version>1.9.19</joml.version>
<recast.version>1.5.7</recast.version>
</properties>
<!-- Used for build number plugin because it LITERALLY WONT LET YOU NOT HAVE SCM-->
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<version>1.9.0</version>
</dependency>
<!--recast4j-->
<!--License: zlib-->
<!-- https://mvnrepository.com/artifact/org.recast4j/recast -->
<dependency>
<groupId>org.recast4j</groupId>
<artifactId>recast</artifactId>
<version>${recast.version}</version>
</dependency>
<dependency>
<groupId>org.recast4j</groupId>
<artifactId>detour</artifactId>
<version>${recast.version}</version>
</dependency>
<dependency>
<groupId>org.recast4j</groupId>
<artifactId>detour-crowd</artifactId>
<version>${recast.version}</version>
</dependency>
<dependency>
<groupId>org.recast4j</groupId>
<artifactId>detour-tile-cache</artifactId>
<version>${recast.version}</version>
</dependency>
<dependency>
<groupId>org.recast4j</groupId>
<artifactId>detour-extras</artifactId>
<version>${recast.version}</version>
</dependency>
<dependency>
<groupId>org.recast4j</groupId>
<artifactId>detour-dynamic</artifactId>
<version>${recast.version}</version>
</dependency>
</dependencies>