WIP : For each repository, there is an description(on a dedicated page) and technical information on how it should be worked on… based on the basic procedure of: The workflow type of work.
We have organized the data(of the Khaganat project) into several repositories, both for historical reasons (inheritance from Ryzom Core structures, even from Nevrax), necessity for pipelines or simply for convenience.
Moreover, we have chosen to reorganize everything under Git(unlike Ryzom Core, which is under Mercurial), and to set up a GitLab. The data from Ryzom Core is therefore in a dedicated branch(if any), that usually relies on their branch develop unless otherwise stated.
We use an inspired organization of GitFlow for our additions.
If you are a “neophyte”, you can learn the databases of a version tracking system. ←- Needs to be created!!
The code used to create the binaries of the game:
The data used to create the world:
Khanat assets source
The files used to create the graphic data of the game:
The graphical database required for the graphical pipeline generation of graphical elements for NeL and the 3D game engine:
Khanat sound source
The files used to generate sounds of the game:
Khanat assets export
An example of results(of a passage) in the graphical pipeline, with all the object formats used by NeL:
This depot allows to have the graphic elements ready for the pipeline, without the need for use of 3D privacy software.
It is not necessary to deploy a complete pipeline with a 3D tool for exporting.
Khanat client data
Dropped .bnp files in the /data folder of the lirria client.
This repository is transitional, present for information/sample data.
It will be rendered obsolete with deployment of a complete pipeline