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> [!NOTE]
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> Voile is in **active development** and not yet production-ready. Expect things to change and evolve frequently.
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# Voile
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Welcome to the official documentation for **Voile**, a lightweight, modular game engine written in C#.
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## ✨ What is Voile?
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Voile is a work-in-progress game framework and toolkit. It provides building blocks for rendering, UI, input, and resource management, but it’s not trying to be a fully fledged package. Instead, it gives you flexibility and transparency over how you contruct, interact with, and build your systems. Think of it as an alternative to MonoGame, not a all-in-one solution like Godot, Unity or Unreal.
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## 🎯 Goals & Philosophy
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Before using Voile or any engine/framework, it's important to consider if it aligns with your **workflow**, **goals**, and **requirements**.
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**Here’s what Voile *does not* try to be:**
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- 🚫 **A fully-fledged game IDE with a scene editor**
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Voile will include editors for specific resource types (e.g. particles, asset bundles), and a default Entity-Component based scene graph, but it won’t include a full-blown WYSIWYG editor.
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- 🚫 **A cutting-edge 3D engine**
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Voile may support stylized 3D (e.g. PSX-era or toon-shaded rendering), but not AAA graphics pipelines.
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For modern 3D games, tools like **Unreal** or **Unity** are better suited.
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- 🚫 **A genre-specific engine**
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Voile is not a prepackaged RPG engine, FPS framework, or visual novel kit.
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It’s a set of libraries for rendering, input, and audio, not a game template. You control entity systems, game loop order, and architecture.
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## ✅ Use Voile If You Want:
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- 🔍 Full control over how your game loop and entities are structured
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- 🎨 Custom UI rendering with layouting, text control, and styling
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- 📦 Strong resource management and serialization support
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- ⚙️ An engine that favors code clarity and transparency over what gets ran.
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## 🧭 Next Steps
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- 📖 [Getting Started](getting-started.md)
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- 🏗 [System Architecture](architecture.md)
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- 📌 [Roadmap & Planned Features](roadmap.md)
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