440 lines
25 KiB
Markdown
440 lines
25 KiB
Markdown
# World2 Game Project - Agent Guide
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## Project Overview
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World2 is a 3D life simulation game built using the OGRE3D rendering engine. The project features an Entity-Component-System (ECS) architecture powered by Flecs, with Jolt Physics for simulation, Lua scripting for story content, and ImGui for user interfaces.
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## Technology Stack
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### Core Dependencies
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- **Rendering**: OGRE3D 14.x+ (Object-Oriented Graphics Rendering Engine)
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- **ECS Framework**: Flecs (Fast Lightweight Entity Component System)
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- **Physics**: Jolt Physics with double precision support (JPH_DOUBLE_PRECISION)
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- **Scripting**: Lua 5.4 with LPEG library
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- **Audio**: miniaudio (single-header audio library)
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- **UI**: ImGui (integrated via Ogre::ImGuiOverlay)
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- **Model Loading**: Assimp with pugixml
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- **Navigation**: Recast/Detour for crowd simulation
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- **Procedural Generation**: OgreProcedural
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- **Profiling**: Tracy frame profiler
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### Build Requirements
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- CMake 3.13+
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- C++17 compatible compiler
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- Blender (for asset processing, path configurable via `BLENDER` CMake variable)
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- OGRE SDK with components: Bites, Paging, Terrain, MeshLodGenerator
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## Project Structure
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```
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/
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├── CMakeLists.txt # Main build configuration
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├── resources.cfg # OGRE resource locations
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├── .clang-format # Linux kernel code style config
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│
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├── Game.cpp # Main game executable entry point (legacy)
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├── Editor.cpp # World editor executable (legacy)
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├── Procedural.cpp # Procedural generation test / character controller demo (legacy)
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├── Bootstrap.cpp # Legacy character controller demo (legacy)
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├── terrain.cpp # Terrain system test executable (legacy)
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│
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├── src/ # Source code
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│ ├── gamedata/ # Core ECS modules and game logic (legacy)
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│ │ ├── GameData.cpp/h # ECS world setup and management (legacy)
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│ │ ├── Components.h # ECS component definitions (legacy)
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│ │ ├── *Module.cpp/h # Individual ECS modules (legacy)
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│ │ └── items/ # Game item implementations (harbour, temple, town, etc.) (legacy)
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│ ├── lua/ # Lua integration
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│ │ ├── lua-5.4.8/ # Lua source code
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│ │ └── lpeg-1.1.0/ # LPEG parsing library
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│ ├── physics/ # Jolt Physics wrapper (physics.h/cpp) (legacy - for buildiung legacy code only)
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│ ├── sound/ # Audio system (miniaudio)
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│ ├── crowd/ # Recast/Detour navigation
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│ │ ├── include/ # Crowd headers (OgreRecast, OgreDetourCrowd, etc.)
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│ │ └── src/ # Crowd implementations
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│ ├── editor/ # Editor-specific code (legacy)
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│ │ ├── EditorGizmoModule.h/cpp
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│ │ ├── EditorInputModule.h/cpp
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│ │ └── main.cpp
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│ ├── features/ # Feature modules
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│ │ ├── characters/ # Character rendering test
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│ │ ├── editScene/ # Scene editor with ECS, it has game mode and all features, current work is here
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│ │ └── sceneEditor/ # some other editor code
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│ ├── world/ # World generation and GOAP AI (legacy)
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│ ├── terrain/ # Terrain system (legacy)
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│ ├── tests/ # Test utilities
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│ ├── text_editor/ # ImGui text editor component
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│ ├── miniaudio/ # Audio library
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│ ├── sceneloader/ # Scene loading utilitie (legacy)
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│ ├── aitoolkit/ # AI utilities (GOAP, FSM, Behavior Trees) (legacy)
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│ └── vehicles/ # Vehicle definitions (legacy)
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│
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├── assets/ # Source assets (Blender files)
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│ ├── blender/ # Blender source files
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│ │ ├── buildings/ # Building models (.blend)
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│ │ ├── characters/ # Character models and clothes (characters asset pipeline)
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│ │ ├── vehicles/ # Vehicle models
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│ │ ├── scripts/ # Blender Python scripts for export
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│ │ └── world/ # World terrain models
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│ ├── textures/ # Source textures
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│ └── fonts/ # Game fonts
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│
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├── lua-scripts/ # Lua game scripts
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│ ├── narrator/ # Ink narrative parser
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│ ├── stories/ # Story scripts (.ink format, compiled to .lua)
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│ └── json/ # JSON library for Lua
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│
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├── water/ # Water rendering system (legacy)
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│ ├── water.h/cpp # Water class
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│ ├── *.frag, *.vert # GLSL shaders
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│ └── water.compositor # OGRE compositor script
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│
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├── skybox/ # Sky rendering resources
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├── resources/ # Runtime resources (build output)
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├── audio/ # Audio resources
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├── morph/ # Character morphing data
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└── build/ # build directory
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└── build-vscode/ # VSCode build directory
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```
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## Critical Constraints & Rules
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- The source code is the only source of truth. Please check code as documentation might be out of sync.
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- Do not modify legacy code. Current code is at src/features/editScene and its dependencies.
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- Please ask questions if anything is unclear.
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- Please update tests, documentation and examples every time API or modules and systems change.
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## Build Instructions
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### Prerequisites
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1. Install OGRE3D SDK with Bites, Paging, Terrain, MeshLodGenerator components
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2. Install dependencies: Jolt Physics, Flecs, Assimp, pugixml, OgreProcedural, Tracy, SDL2, ZLIB
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3. Set `CMAKE_PREFIX_PATH` to OGRE installation
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4. Configure Blender path in CMake (default: `${CMAKE_SOURCE_DIR}/../../blender-bin/bin/blender`)
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### Build Commands
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```bash
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# Configure (adjust paths as needed)
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cmake -B build -S . -DCMAKE_PREFIX_PATH=/path/to/ogre-sdk
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# Build all targets
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cmake --build build
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# Build specific targets
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cmake --build build --target Game # Main game executable (legacy)
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cmake --build build --target Editor # World editor (legacy)
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cmake --build build --target Procedural # Procedural test (legacy)
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cmake --build build --target TerrainTest # Terrain test (legacy)
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cmake --build build --target TerrainTest # Terrain test (legacy)
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cmake --build build --target editSceneEditor # Current executable for scene editor and game
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cmake --build build --target demoLuaSceneScript # Demo: game-mode inline scene/prefab Lua scripts
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cmake --build build --target demoSceneSwitchingExtra # Demo: scene switching with CellGrid interior
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cmake --build build --target demoSokoban # Demo: forklift sokoban activity (vehicle + crates + quest HUD)
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cmake --build build --target demoTaxi # Demo: taxi driver (procedural town, sedans, NPC traffic, fare chain)
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```
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### Build Outputs
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- `build/Game` - Main game executable (legacy)
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- `build/Editor` - World editor executable (legacy)
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- `build/Procedural` - Procedural generation test (legacy)
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- `build/TerrainTest` - Terrain system test (legacy)
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- `build//src/features/editScene/editSceneEditor` - current executable
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- `build//src/features/editScene/demos/demo-lua-scene-script/demoLuaSceneScript` - SceneScriptComponent demo (game mode, inline Lua); self-contained runtime staged in the same directory
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- `build//src/features/editScene/demos/demo-scene-switching-extra/demoSceneSwitchingExtra` - Scene-switching demo with a CellGrid interior (own-entity ProceduralMaterial/ProceduralTexture); self-contained runtime staged in the same directory
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- `build//src/features/editScene/demos/demo-interior-exterior-dynamics/demoInteriorExteriorDynamics` - Same scene-switching demo, but the exterior scene has a streaming terrain (baseNoise archipelago - a large island at the content site amid an ocean with more islands) + sky + water instead of the flat floor; self-contained runtime staged in the same directory
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- `build//src/features/editScene/demos/demo-sokoban/demoSokoban` - Forklift sokoban activity demo (drivable Jolt VehicleConstraint forklift, pushable crates, target pads, completion HUD); based on demo-interior-exterior-dynamics, see demos/demo-sokoban/PLAN.md; self-contained runtime staged in the same directory
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- `build//src/features/editScene/demos/demo-taxi/demoTaxi` - Taxi driver demo (procedurally generated town, drivable sedans, passenger/foot-traffic/vehicle-traffic NPCs, chained timed fares with doubling payout); based on demo-interior-exterior-dynamics with vehicle ideas from demo-sokoban, see demos/demo-taxi/PLAN.md; self-contained runtime staged in the same directory
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- `build/resources/` - Staged game resources
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- `build/characters/` - Processed character models
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- `build/water/` - Water assets (legacy)
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## Code Style Guidelines
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This project follows the **Linux Kernel Coding Style** for C++:
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### Formatting Rules
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- **Indentation**: 8-character tabs (UseTab: Always)
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- **Line Length**: 80 characters maximum
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- **Braces**:
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- Functions: Opening brace on new line
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- Control structures: Opening brace on same line
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- **Pointer Alignment**: Right (`int *ptr` not `int* ptr`)
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- **Namespaces**: No indentation inside namespaces
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### Example
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```cpp
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void myFunction(int arg)
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{
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if (arg > 0) {
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doSomething();
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return;
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}
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for (int i = 0; i < arg; i++) {
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process(i);
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}
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}
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```
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### Running clang-format
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```bash
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clang-format -i src/gamedata/*.cpp src/gamedata/*.h
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```
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## Architecture
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### ECS (Entity Component System)
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The game uses Flecs for ECS architecture. Core systems:
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#### Components (src/gamedata/Components.h) (legacy)
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- `GameData` - Global game state
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- `EngineData` - Engine configuration (SceneManager, delta time, debug draw)
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- `Input` - Input state (keyboard, mouse, controls)
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- `Camera` - Camera node and configuration
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- `RenderWindow` - Window and DPI information
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- `CollisionShape` - Physics shape references
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- `EditorSceneSwitch` - Editor scene switching
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- `GameState` - Game running state
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#### Modules (src/gamedata/*Module.h) (legacy)
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Modules are ECS systems organized by functionality:
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| Module | Purpose |
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|--------|---------|
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| AppModule | Application context management |
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| GUIModule | ImGui interface management |
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| EditorGUIModule | Editor UI |
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| PhysicsModule | Jolt physics integration |
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| CharacterModule | Character spawning and management |
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| CharacterManagerModule | Player/NPC character management |
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| CharacterAnimationModule | Animation state machines |
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| CharacterAIModule | AI behavior (GOAP-based) |
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| TerrainModule | Terrain generation and rendering |
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| WaterModule | Water surface and physics |
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| SunModule | Day/night cycle and lighting |
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| WorldMapModule | World map overlay |
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| QuestModule | Quest system |
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| EventModule | Game event handling |
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| EventTriggerModule | Event triggers |
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| SlotsModule | Inventory slot management |
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| BoatModule | Boat physics and control |
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| VehicleManagerModule | Vehicle management |
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| PlayerActionModule | Player action handling |
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| LuaModule | Lua scripting integration |
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| StaticGeometryModule | Static geometry management |
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### EditScene Modules (`src/features/editScene`)
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The editor/game mode executable adds its own ECS components.
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The editor/game mode executable adds its own ECS modules:
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| Module | Purpose |
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|--------|---------|
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| CharacterSlotSystem | Catalog-driven multi-slot character mesh builder |
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| CharacterSpawnerSystem | Distance-based spawn/despawn of registry characters |
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| TerrainPrefabSpawnerSystem | Distance-based terrain prefab spawn/despawn, terrain snap and compliance flattening |
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| PlayerControllerSystem | Player input, camera, locomotion and animation state |
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| ActuatorSystem | Player interaction prompts and smart-object/item actions |
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| DoorSystem | Swing animation and collider toggle for CellGrid door entities |
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| EditorUISystem | ImGui property panels and scene management |
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| ProceduralTextureSystem | Runtime procedural texture generation |
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| ProceduralMaterialSystem | Runtime procedural material creation |
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| AnimationTreeRegistry | Global named animation tree definitions |
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| AnimationTreeSystem | Runtime evaluation of registry-referenced animation trees |
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| SceneScriptSystem | Execute-once scene/prefab Lua scripts (SceneScriptComponent) and scene_loaded/prefab_loaded events |
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| VehicleSystem | Jolt VehicleConstraint vehicles (VehicleComponent): chassis constraint lifetime, driver input, wheel visual nodes |
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#### PlayerControllerSystem
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`PlayerControllerSystem` reads the shared `GameInputState`, drives the TPS/FPS
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camera and sets the locomotion animation state (`idle`/`walking`/`running` and
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the swim equivalents) on the controlled entity. In game mode it adds the
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`PlayerControlledComponent` tag to the target so AI systems know to leave it
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alone.
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When a controller's `targetCharacterName` points at an entity with
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`CharacterSpawnerComponent`, the system locks the spawner and forces an
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immediate spawn; the actual controlled entity is the spawned character
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instance, not the spawner.
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The TPS camera boom is collision-clamped via a physics raycast from the
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pivot to the desired camera position (instant pull-in, eased recovery), and
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the character geometry is hidden when the clamped camera gets too close to
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the body — see `src/features/editScene/AGENTS.md` for details.
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#### Player Character Resolution
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Systems that need the live player character (inventory UI, character sheet,
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save/load, actuators) must not resolve the controller's
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`targetCharacterName` against `EntityNameComponent` directly – that returns the
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spawner entity when the controller targets a spawner. Instead use:
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```cpp
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flecs::entity player = editorApp->getPlayerCharacterEntity();
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```
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`EditorApp::getPlayerCharacterEntity()` returns the controller's current
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target, spawning the character through `CharacterSpawnerSystem` if necessary.
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`CharacterSpawnerSystem::getSpawnerForCharacter()` can be used in save/load to
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keep the controller pointed at the spawner rather than the transient instance.
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#### Game Mode Input
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Game mode movement keys (`W`, `A`, `S`, `D`, left/right `Shift`) are handled
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inside `keyPressed`/`keyReleased` by `keysym.sym`. Repeated `KEYDOWN` events
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(`evt.repeat != 0`) are ignored for movement keys, because releasing `Shift`
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while `W`/`A`/`S`/`D` is held can generate a repeated keydown with a different
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symbol after the physical release, which would otherwise leave the key stuck.
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One-shot actions (`E`, `F`, `I`, `Space`) are also matched by `keysym.sym`,
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and their `*Pressed` edges ignore repeats too — otherwise holding `E` (e.g.
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the hold-E-to-exit a vehicle) re-fires the door actuators and re-enters.
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#### CharacterSpawnerComponent
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- `registryId` - Character registry ID to spawn.
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- `spawnDistanceSq` - Squared distance to camera at which the character spawns (default 100²).
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- `despawnDistanceSq` - Squared distance to camera at which the character despawns (default 200²).
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The spawner uses the entity's `TransformComponent` for spawn position/rotation. When the spawner itself moves/rotates/scales in the editor, the spawned character is updated to match; when the spawner is stationary, the character is left alone so it can move on its own. Spawned characters are created without `EditorMarkerComponent` and removed from the editor UI cache so they remain visible but are not selectable/editable in the editor. Registry changes that bump the character version trigger an immediate respawn. Scene serialization stores plain `spawnDistance`/`despawnDistance` values for readability while the component keeps squared values for comparisons.
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#### AnimationTreeComponent
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- `treeName` - Name of the animation tree in `AnimationTreeRegistry`.
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- `enabled` - Whether the tree is evaluated.
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- `useRootMotion` - Whether root motion from the animation drives the character's linear velocity.
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The actual tree definition (node hierarchy, state machines, animations) lives in the `AnimationTreeRegistry`, persisted to `animation_tree.json`. Trees are authored in the registry editor (**Tools -> Animation Tree Registry**), where each entry can also select a skeleton source from the `Characters` resource group (one representative mesh per skeleton) to populate animation-name dropdowns. Old scenes and prefabs that stored the tree inline or referenced an `AnimationTreeTemplate` are migrated automatically on load.
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#### Road Region Streaming (M5)
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When the terrain has `streamingEnabled`, `RoadSystem` persists the road graph per terrain page in `heightmaps/<terrainId>/roads/<px>_<py>.json` (managed by `RoadRegionStore`) instead of inline in the scene JSON — `SceneSerializer::serializeTerrain` then skips `roadNodes`/`roadEdges` and keeps only `roadConfig`. Region files store absolute world-space doubles; a cross-page edge is written to the region file of each endpoint page with the foreign endpoint repeated inline. On the first sync a non-empty inline graph is migrated to region files automatically. Merges match nodes by world XZ (0.01 eps) so reloaded pages never duplicate nodes; `EditorUISystem::saveScene` calls `RoadSystem::flushRegionStore()` before writing the scene. Page mesh rebuilds are gated by a rebase-invariant FNV-1a content signature (world positions quantized to cm), so a render-origin rebase shifts node render positions without re-dirtying pages; navmesh dirtying is debounced (~15 quiet frames) while streaming.
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#### Terrain Streaming Architecture
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The terrain can span up to 40,000,000 x 40,000,000 units (`TerrainComponent::worldSizeUnits`, default; 20000 x 20000 pages at the default 2000-unit page size, clamped to 32768 per axis for TerrainGroup's signed 16-bit slot packing). Streaming is opt-in per terrain via `TerrainComponent::streamingEnabled`.
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**Coordinate spaces.** Three spaces coexist (see `TerrainSystem.hpp` "Coordinate spaces"):
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- **WORLD** space — absolute double-precision coordinates; authoritative. `TransformComponent::worldX/Y/Z`, region files, bookmarks and the Navigation panel all use it.
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- **RENDER** space — floats relative to the floating render origin: `render = world - renderOrigin`. Scene nodes, mouse rays and the editor camera live here. `RenderOriginSystem` (singleton, `RenderOriginSystem::getInstance()`) owns the origin and rebases when the camera moves further than `REBASE_THRESHOLD` (8192 render units) from it: the origin snaps to integer world coordinates near the camera and every render-space position shifts by the exact negated delta. Convert with `RenderOriginSystem::worldToRender(x,y,z)` / `renderToWorld(Ogre::Vector3)`.
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- **PHYSICS** space — Jolt `DVec3`/`RVec3` in absolute world coordinates via `physics/physics.h`; terrain colliders live here, so `TerrainSystem::raycastTerrain` converts its render-space ray to world space for the collider query.
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`TerrainSystem` additionally exposes `renderToWorldX/Y/Z`, `worldToRender`, and `visualToPhysicalX/Z` / `physicalToVisualX/Z` for the physical heightmap space (physical X shifted by half a page, physical Z mirrored within each page).
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**Page streaming window.** With `streamingEnabled`, pages are not defined up front; `TerrainSystem::updateStreamingWindow()` loads a square window of `pageLoadRadius` pages around the camera page each frame (2 loads/frame cap) and unloads pages beyond `pageHoldRadius` (4 unloads/frame cap), all synchronously to avoid WorkQueue shutdown hangs. Base heights come from procedural `TerrainComponent::baseNoise` (FastNoiseLite, double precision) instead of the legacy heightmap buffer; `setHeightAt` writes through the LRU-capped fixup chunk layer. Pages are indexed in PHYSICAL page coords `[0, N-1]`; the Ogre TerrainGroup slot for physical page `(x, y)` is `(x, -y)` because `ALIGN_X_Z` negates Z. The world is bounded — page indices and teleports clamp to `[0, N-1]`.
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**Region storage.** Per-page data lives under `heightmaps/<terrainId>/`: painted blend maps, aux maps, fixup chunks, plus the streamed content stores `spawners/<px>_<py>.json` (prefab spawner defs, see below) and `roads/<px>_<py>.json` (road graph, see "Road Region Streaming (M5)" above).
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**Editor navigation tools (M3).** `EditorCamera` supports mouse-wheel zoom (`handleMouseWheel`), Shift boost (x10) and a configurable fly speed (`setFlySpeed`, 1..100000 units/s). **Tools -> Navigation** opens `NavigationPanel` (teleport by world X/Y/Z or by page index, clamped to world bounds; named world bookmarks stored in the scene JSON top-level `bookmarks` array, tolerated when missing on load). **Tools -> World Map** opens `WorldMapPanel` (ImGui canvas over `WorldMapData`: coarse heights, loaded pages, roads, spawners, bookmarks and camera overlays; drag pan, wheel zoom, double-click teleport). `TerrainEditor` also has a compact "Navigation" section sharing the same static teleport backend.
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**Streamed vs always-loaded spawners (M4).** Scene-embedded `TerrainPrefabSpawnerComponent` entities behave as always-loaded spawners for small/non-streaming scenes. When the terrain streams, spawner definitions persist per page in `heightmaps/<terrainId>/spawners/<px>_<py>.json` (via `SpawnerRegionStore`); `TerrainPrefabSpawnerSystem::syncStreamedSpawners()` polls `TerrainGroup::getTerrainSlots()` and creates a region spawner entity (tagged `StreamedSpawnerTag{pageX,pageY,defId}`, excluded from scene JSON) when a page loads, destroying it and writing edits back (including page-boundary crossings) when it unloads. The editor "prefab spawn mode" click-to-place writes to the region store when streaming.
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### Physics System
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Uses Jolt Physics with custom wrapper (legacy - `src/physics/physics.h`, current - `src/features/editScene/physics/physics.h`):
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```cpp
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// Example: Creating a physics body
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JoltPhysicsWrapper *physics = new JoltPhysicsWrapper(scnMgr, cameraNode);
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JPH::ShapeRefC shape = physics->createBoxShape(Ogre::Vector3(1, 1, 1));
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JPH::BodyID body = physics->createBody(shape, 1.0f, position, rotation,
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JPH::EMotionType::Dynamic, Layers::MOVING);
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```
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### Rendering Pipeline
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1. **Main Render**: Standard OGRE render with RTSS (Real Time Shader System)
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2. **Water**: Reflection/refraction with custom shaders
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3. **Sky**: Dynamic skybox with day/night cycle
|
||
4. **Shadows**: Configurable shadow techniques
|
||
|
||
### Asset Pipeline
|
||
|
||
1. **Source**: Blender `.blend` files in `assets/`
|
||
2. **Export**: Python scripts in `assets/blender/scripts/`
|
||
- `export_buildings.py` - Building export to glTF
|
||
- `export_characters_ogre.py` - Character export to OGRE format
|
||
- `export_vehicles.py` - Vehicle export (car modeling contract:
|
||
`assets/blender/vehicles/CAR_MODELING.md`)
|
||
- `gen_sokoban_assets.py` - One-shot generator for the demo-sokoban
|
||
`forklift`/`crate`/`pad` .blend files (blender2ogre names .mesh
|
||
files after mesh *data* names — set both object and data names)
|
||
- `gen_taxi_assets.py` - Generator for the demo-taxi `sedan-a` /
|
||
`sedan-taxi` .blend files (body + hinge-local door/hood/trunk
|
||
parts, shared wheel meshes; body colors baked as material
|
||
variants)
|
||
- `gen_vehicle.py` - Convention-based vehicle pipeline for
|
||
hand-modeled cars (`sedan-v2.blend` is the reference): classifies
|
||
parts by name (`* Tire`, `* Door`, `* hood`/`* trunk`,
|
||
`* Steering`, `seat_*` empties), normalizes wheel/steering axes,
|
||
unpacks texture atlases, and emits a ready-to-merge
|
||
`<name>.vehicle.json` scene entity (contract:
|
||
`assets/blender/vehicles/CAR_MODELING.md`)
|
||
- `import_vrm.py` - VRM character import
|
||
3. **Build**: CMake processes assets during build
|
||
4. **Runtime**: Assets loaded from `resources.cfg` paths
|
||
|
||
## Key Conventions
|
||
|
||
### Module Registration
|
||
Modules register themselves with Flecs using the `FLECS_CPP_NO_AUTO_REGISTRATION` macro:
|
||
|
||
```cpp
|
||
// In module header
|
||
struct MyModule {
|
||
MyModule(flecs::world &ecs);
|
||
};
|
||
|
||
// In module implementation
|
||
MyModule::MyModule(flecs::world &ecs) {
|
||
// Register systems, components, etc.
|
||
}
|
||
```
|
||
|
||
### Scene Setup
|
||
Scenes are configured through ECS setup functions:
|
||
|
||
```cpp
|
||
// Setup exterior game scene
|
||
ECS::setupExteriorScene(scnMgr, cameraNode, camera, renderWindow);
|
||
|
||
// Setup interior scene
|
||
ECS::setupInteriorScene(scnMgr, cameraNode, camera, renderWindow);
|
||
|
||
// Setup editor
|
||
ECS::setupEditor(scnMgr, cameraNode, camera, renderWindow);
|
||
```
|
||
|
||
### Lua Scripting
|
||
Story content is written in Ink format and parsed to Lua:
|
||
- Source: `lua-scripts/stories/*.ink`
|
||
- Compiled: `lua-scripts/stories/*.lua`
|
||
- Runtime: Narrator parser loads and executes stories
|
||
|
||
## Development Workflow
|
||
|
||
### Adding Assets
|
||
1. Create/modify `.blend` file in `assets/blender/`
|
||
2. Add export logic to relevant Python script if needed
|
||
3. Add CMake custom command in `CMakeLists.txt` if new asset type
|
||
4. Rebuild to process assets
|
||
|
||
### Debugging
|
||
- Use `ECS::EngineData.enableDbgDraw` for physics debug visualization
|
||
- Tracy profiler integration for performance analysis
|
||
- FPS and draw call stats printed to console
|
||
|
||
## Security Considerations
|
||
|
||
- Lua scripts run in sandboxed environment
|
||
- File system access restricted to resource directories
|
||
- No network functionality currently implemented
|
||
|
||
## Additional Resources
|
||
|
||
- **OGRE3D Docs**: https://ogrecave.github.io/ogre/api/latest/
|
||
- **Flecs Manual**: https://www.flecs.dev/flecs/
|
||
- **Jolt Physics**: https://jrouwe.github.io/JoltPhysics/
|
||
- **Ink Narrative**: https://www.inklestudios.com/ink/
|