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Codebase structure
There is a lot that is useful to know about - C#, OOP, .Net, Microsoft's MVVM concept - to get a grasp at the codebase ; and even reverse-engineering if you want to dig and improve the lowest-level.
Here are the main modules :
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WolvenKit - Main hub : application entry point (Program class), most subsystem managers, GUI (frmMain class ...)
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WolvenKit.App - MVVM (MainViewModel class), a few general program services such as the MainController, multithreading, wcc_lite wrapper.
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WolvenKit.Common - Various enums, mod default filesystem structure, atomic-file compression service manager (Cr2wResourceManager class), FNV1A hash functions, logger service...
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WolvenKit.Console - Terminal things
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WolvenKit.Net - Networking
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WolvenKit.Radish - Quest and cutscene designer
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WolvenKit.Render - In-house 3D-model viewer
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WolvenKit.Bundles - Compressed blobs at the highest level in the file hierarchy
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WolvenKit.Cache - Caches are used a lot on assets in the game industry to gain performance, cache zoo here.
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WolvenKit.CR2W - This is where all the files internals are described and handled, and thus where most of the tedious unknown bits were hunted.
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WolvenKit.NVidia - Hairworks
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WolvenKit.Save - Save game editor
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WolvenKit.Scaleform - Video
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WolvenKit.W3Speech
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WolvenKit.W3Strings - Management of all text entries in the game
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WolvenKit.Wwise - Sound
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Tests - Yes
That is the gist of it. Dependencies of the project are packaged using Nuget.
- generate doxygen comments. It will create a html directory in docs, with lots of files, among which index.html : you want to open that one in a web browser. At repository root on linux :
"doxygen doxygen.conf"
- read code and comments in code.
- Home
- Getting Started
- WolvenKit Documentation
- WolvenKit Tutorials
- RedEngine Documentation