annotate README.md @ 1059:9c364af8d3f0

did: tons of small improvments, on the way to make GPU sync (more) correct I guess
author sam <sam@basx.dev>
date Sun, 31 Mar 2024 22:11:50 +0700
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children 9e4dc93d4fa9
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1 Note: If you are reading this on Github, please not that this is only a mirror
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2 repository and the default branch is ```hg```.
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3
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4 Also, some of the README is a bit out of date, as I am now focusing mostly on
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5 writing my first game. However, developement ist onging and the documentation
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6 will be overhauled once I start working on my next game.
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7
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8 # Semicongine
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9
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10 Hi there
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11
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12 This is a little game engine, mainly trying to wrap around vulkan and the
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13 operating system's windowing, input and audio system. I am using the last
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14 programming language you will ever need, [Nim](https://nim-lang.org/)
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16 ## Roadmap
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18 Here a bit to see what has been planed and what is done already. Is being
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19 updated frequently (marking those checkboxes just feels to good to stop working).
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20
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21 Rendering:
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22
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23 - [x] Vertex attributes, vertex data
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24 - [x] Shaders (allow for predefined and custom shaders)
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25 - [x] Uniforms
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26 - [x] Per-instance vertex attributes (required to be able to draw scene graph)
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27 - [x] Fixed framerate
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28 - [x] Instanced drawing (currently can use instance attributes, but we only support a single instance per draw call)
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29 - [x] Textures
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30 - [x] Materials (vertices with material indices)
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31 - [x] Allow different shaders (ie pipelines) for different meshes
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33 Required for 3D rendering:
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34
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35 - [ ] Depth buffering
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36 - [ ] Mipmaps
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37
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38 Asset handling:
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39
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40 - [x] Resource loading - [x] Mod/resource-pack concept - [x] Load from directory - [x] Load from zip - [x] Load from exe-embeded
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41 - [x] Mesh/material files (glTF, but incomplete, not all features supported)
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42 - [x] Image files (BMP RGBA)
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43 - [x] Audio files (AU)
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44 - [x] API to transform/recalculate mesh data
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45
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46 Other (required for alpha release):
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47
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48 - [x] Config files ala \*.ini files (use std/parsecfg)
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49 - [x] Mouse/Keyboard input handling
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50 - [x] X11
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51 - [x] Win32
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52 - [x] Enable/disable hardware cursor
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53 - [x] Fullscreen mode + switch between modes - [x] Linux - [x] Window
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54 - [x] Audio playing - [x] Linux - [x] Windows Waveform API
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55 - [ ] Generic configuration concept (engine defaults, per-user, etc)
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56 - [ ] Input-mapping configuration
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57 - [ ] Telemetry
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58 - [x] Add simple event logging service
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59 - [ ] Add exception reporting
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60
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61 Other important features:
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62
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63 - [ ] Multisampling
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64 - [x] Text rendering
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65 - [x] Animation system
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66 - [ ] Sprite system
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67 - [ ] Particle system
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68 - [ ] Sound-animation
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69 - [ ] Paletton-export-loader
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70 - [ ] Arrange buffer memory types based on per-mesh-attribute type instead of per-shader-attribute type (possible?)
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72 Other less important features:
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73
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74 - [ ] Viewport scaling (e.g. framebuffer resolution != window resolution)
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75 - [ ] Query and display rendering information from Vulkan?
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76 - [ ] Game controller input handling
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77 - [ ] Allow multipel Uniform blocks
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78 - [ ] Documentation
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79
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80 Quality improvments:
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81
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82 - [x] Better scenegraph API
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83 - [x] Better rendering pipeline API
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84
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85 Build-system:
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86
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87 - [x] move all of Makefile to config.nims
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89 # Documentation
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90
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91 Okay, here is first quick-n-dirty documentation, the only purpose to organize my thoughts a bit.
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92
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93 ## Engine parts
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94
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95 Currently we have at least the following:
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96
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97 - Rendering: rendering.nim vulkan/\*
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98 - Scene graph: entity.nim
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99 - Audio: audio.nim audiotypes.nim
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100 - Input: events.nim
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101 - Settings: settings.nim
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102 - Meshes: mesh.nim
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103 - Math: math/\*
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104 - Telemetry: telemetry.nim (wip)
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105 - Resources (loading, mods): resources.nim
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106
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107 Got you: Everything is wip, but (wip) here means work has not started yet.
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108
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109 ## Handling of assets
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110
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111 A short description how I want to handle assets.
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112
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113 Support for file formats (super limited, no external dependencies, uses quite a bit of space, hoping for zip):
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114
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115 - Images: BMP
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116 - Audio: AU
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117 - Mesh: glTF (\*.gld)
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118
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119 In-memory layout of assets (everything needs to be converted to those while loading):
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120
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121 - Images: 4 channel with each uint8 = 32 bit RGBA, little endian (R is low bits, A is high bits)
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122 - Audio: 2 Channel 16 bit signed little endian, 44100Hz
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123 - Meshes: non-interleaved, lists of values for each vertex, one list per attribute
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124
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125 ## Configuration
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126
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127 Or: How to organize s\*\*t that is not code
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128
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129 Not sure why, but this feels super important to get done right. The engine is
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130 being designed with a library-mindset, not a framework mindset. And with that,
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131 ensuring the configuration of the build, runtime and settings in general
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132 becomes a bit less straight-forward.
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133
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134 So here is the idea: There are three to four different kinds of configurations
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135 that the engine should be able to handle:
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136
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137 1. Build configuration: Engine version, project name, log level, etc.
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138 2. Runtime engine/project settings: Video/audio settings, telemetry, log-output, etc.
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139 3. Mods: Different sets of assets and configuration to allow easy testing of different scenarios
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140 4. Save data: Saving world state of the game
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141
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142 Okay, let's look at each of those and how I plan to implement them:
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143
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144 **1. Build configuration**
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145
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146 **2. Runtime settings**
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147
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148 This is mostly implemented already. I am using the Nim module std/parsecfg.
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149 There is also the option to watch the filesystem and update values at runtime,
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150 mostly usefull for development.
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151
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152 The engine scans all files in the settings-root directory and builds a
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153 settings tree that can be access via a setting-hierarchy like this:
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154
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155 setting("a.b.c.d.e")
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156
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157 `a.b` refers to the settings directory `./a/b/` (from the settings-root)
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158 `c` refers to the file `c.ini` inside `./a/b/`
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159 `d` refers to the ini-section inside the file `./a/b/c.ini`
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160 `e` refers to the key inside section `d` inside the file `./a/b/c.ini`
194
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161
289
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162 `a.b` are optional, they just allow larger configuration trees.
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163 `d` is optional, if it is not give, `e` refers to the top-level section
194
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164 of the ini-file.
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165
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166 **3. Mods**
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167
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168 A mod is just a collection of resources for a game. Can maybe switched from
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169 inside a game. Current mod can be defined via "2. Runtime settings"
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170
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171 I want to support mods from:
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172
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173 a) a directory on the filesystem
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174 b) a zip-file on the filesystem
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175 c) a zip-file that is embeded in the executable
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176
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177 The reasoning is simple: a) is helpfull for development, testing of
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178 new/replaced assets, b) is the default deployment with mod-support and c) is
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179 deployment without mod-support, demo-versions and similar.
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180
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181 Should not be that difficult but give us everything we ever need in terms of
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182 resource packaging.
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183
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184 **4. Save data**
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185
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186 Not too much thought here yet. Maybe we can use Nim's std/marshal module. It
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187 produces JSON from nim objects. Pretty dope, but maybe pretty slow. However, we
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188 are indie-JSON here, not 10M of GTA Online JSON:
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189 https://nee.lv/2021/02/28/How-I-cut-GTA-Online-loading-times-by-70/