NeonJumper/README.md

2.0 KiB

NeonJumper

Developed with Unreal Engine 5

Premise

Originally, there was an Idea, that two or three drunk friends make a game... that's it.

I dunno.

Repo Structure

Repository structure is fixed, and it only has a few toplevel directories. Every other directory or file is ignored.

  • /Source
  • /Config
  • /Plugins
  • /Content
  • /RawContent

git-lfs management rules are mostly defined for file types, and not paths, however there can entire paths marked to be managed by git-lfs. Without a special note, expect only type-based rules apply to a directory.

/Source

C++ source code is stored under the /Source path. As with most other directories, this directory is managed by standard git (and not git-lfs). That means no blobs. Do not put here any .dlls, .exes, .zips and other binaries. Only text files are allowed. Generated text files can reside in the local /Source dir, but should be ignored by git with additional entries in .gitignore.

/Config

Engine and game config files.

/Plugins

Game plugins. Every plugin lives in a subdirectory of the /Plugins dir. A plugin internal directory structure is not strictly documented, so there are no assumptions on how a plugin is structured. It may be useful to use git submodules to manage plugins in a more robust manner. It is expected that each plugin will have it's own .gitignore file in it's subdirectory, as well other required specific git tweaks.

/Content

Game assets in Unreal Engine formats, .uasset and .umap. Only those two file types are allowed, everything else is ignored.

/RawContent

This directory is managed entirely by git-lfs.

/RawContent is a directory where you store assets in their source formats, in contrast to /Content, where assets are stored in the engine format (after the import). Having an asset in a source format is useful when you're still making updates to it. It may be a good idea to also have separate repos for managing work-in-progress assets (maybe in smaller collections or even idividually).