<commit_before># XENOTIME Design Sheet

**Version 1.0.0**

This document is the designs and specifications sheet for the XENOTIME Game Engine. This spec will be updated frequently. Design proposals should update this file before changing any code content! Any sections listed in the index that you can't find in the document are unfinished.

## Markdown Standards/Guidelines

- **Maximum column width** should be **128 characters**
- Lists should **prefer** `-` over `*` or `+`

## Index

- Engine Information and Specifications
- Directory Structure
- Modules
	- External
		- Audio Effects
		- Shader Effects
	- Internal
		- The Core Engine (`xenotime`)
			- Initialization
			- Game Loop
				- Tick
				- Render
		- The Audio Engine (`xsound`)
		- The Post-Processing Effects Engine (`xpostproc`)
		- The UI Framework (`xui`)
		- The Map Loader (`xmap`)
		- The Content Loader (`xcontent`)
		- The Raytracing Engine (`xrace`)
		- The Network/Multiplayer Engine (`xnet`)
- Maps
- Models
- Animation/Faceposing
- Scripting/Config
- The Console
- Non-Module Utilities
	- XENOMAP
	- XENOMATE

## Engine Information and Specifications

**XENOTIME** is a 2D/3D game engine/platform primarily written in Rust. The graphical engines (the 3D Rendering Engine, the Shaders Engine, and the Post-Processing Effects Engine, etc.) use OpenGL and Piston. Shaders are all written in GLSL. XENOTIME is designed specifically so it can be **highly compatible**, meaning it is cross-platform, integrates with Steam or runs standalone, and has (albeit limited) backwards and forwards compatibility.

## Directory Structure

The distributed package is only a slightly different version of the source tree. The `script/package.sh` script simply creates a copy of the repository (minus the `deploy/` directory), removes all source files, organizes the directory structure and archives it into a tarball (or the archive/compression specified with `-a`/`-c` or `--archive`/`--compression`).

The directory tree should look similar to this:
<commit_msg>change script reference to makefile reference<commit_after># XENOTIME Design Sheet

**Version 1.0.0**

This document is the designs and specifications sheet for the XENOTIME Game Engine. This spec will be updated frequently. Design proposals should update this file before changing any code content! Any sections listed in the index that you can't find in the document are unfinished.

## Markdown Standards/Guidelines

- **Maximum column width** should be **128 characters**
- Lists should **prefer** `-` over `*` or `+`

## Index

- Engine Information and Specifications
- Directory Structure
- Modules
	- External
		- Audio Effects
		- Shader Effects
	- Internal
		- The Core Engine (`xenotime`)
			- Initialization
			- Game Loop
				- Tick
				- Render
		- The Audio Engine (`xsound`)
		- The Post-Processing Effects Engine (`xpostproc`)
		- The UI Framework (`xui`)
		- The Map Loader (`xmap`)
		- The Content Loader (`xcontent`)
		- The Raytracing Engine (`xrace`)
		- The Network/Multiplayer Engine (`xnet`)
- Maps
- Models
- Animation/Faceposing
- Scripting/Config
- The Console
- Non-Module Utilities
	- XENOMAP
	- XENOMATE

## Engine Information and Specifications

**XENOTIME** is a 2D/3D game engine/platform primarily written in Rust. The graphical engines (the 3D Rendering Engine, the Shaders Engine, and the Post-Processing Effects Engine, etc.) use OpenGL and Piston. Shaders are all written in GLSL. XENOTIME is designed specifically so it can be **highly compatible**, meaning it is cross-platform, integrates with Steam or runs standalone, and has (albeit limited) backwards and forwards compatibility.

## Directory Structure

The distributed package is only a slightly different version of the source tree. The `make package` script simply creates a copy of the repository (minus the `deploy/` directory), removes all source files, organizes the directory structure and archives it into a tarball (or the archive/compression specified with `-a`/`-c` or `--archive`/`--compression`).

The directory tree should look similar to this:

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