Articles

Normalization

EN

Normalization is a way to organize related facts so a change does not require editing many copies of the same information. Begin with the problems in a combined table, then use the normal forms to explain how to separate it safely...

Project Structure

EN

A useful project structure lets a developer locate a feature, change it, test it, and deploy it without guessing which files own which behavior. Organize a project for its current requirements, then refactor when responsibilities become unclear. There is no universally correct folder tree, and renam...

Protocols

EN

In today’s connected world, front-end developers do far more than style web pages and craft user interfaces. They also need to understand the underlying network protocols that shape how data travels between their applications and the servers that power them. By mastering the inner workings of protoc...

Ux

EN

UX, or User Experience, focuses on designing products and services that meet user needs, preferences, and behaviors. The goal is to make important tasks useful, understandable, accessible, and effective; evaluate these outcomes with users rather than assuming any interface is universally intuitive...

Hosting Websites

EN

A website on your computer is not automatically reachable by other people. Hosting makes its files or application available over a network; DNS helps browsers find the hostname's destination; HTTPS protects communication between client and server. These are different concerns, and publishing a page ...

Testing

EN

A frontend is not finished when its first demonstration works. It must still work after a CSS change, a pricing-rule update, a dependency upgrade, or a failed network request. Testing turns the promises a feature makes to its users into checks that can fail when those promises are broken. It reduces...

Css Frameworks

EN

CSS preprocessors and frameworks are two important tools in a web developer's toolbox that can help streamline the process of building websites. CSS preprocessors allow developers to use new functionality that is typically borrowed from another programming language, while frameworks provide pre-writ...

Ui

EN

UI is an important aspect of frontend development, as it deals with the elements that users directly interact with. When designing the UI, it’s important to think about how color choices, overall layout, responsiveness, and interactive elements come together to make the product look appealing and ea...

Javascript Frameworks

EN

A static portfolio, a content website with minimal interactivity, and a client-heavy dashboard have different requirements. Begin with an explicit feature inventory: navigation/routing, persistence, data fetching, authentication boundaries, search requirements, accessibility, localization, bundle co...

Javascript

EN

JavaScript is a programming language that is primarily used for client-side scripting (making web pages interactive). Since NodeJS we can also use JavaScript in server-side scripting (e.g. for APIs)...

Css

EN

CSS work began in 1994; CSS1 became a recommendation in 1996 (W3C history). As pages became application interfaces, developers stretched document-layout tools into column systems. A float-based layout with percentage widths and clearfix rules made sense before dedicated layout systems were available...

Html

EN

HTML began as a way to describe linked scientific documents. That origin explains why headings, paragraphs, links, and forms remain useful foundations even for an application. The HTML Standard's history traces the later expansion into application features. Today HTML is a Living Standard: “HTML5” i...

Additional Resources

EN

This chapter is a directory, not a certification program. The sites below may offer free and paid assets, incompatible versions, or changing terms. When a resource looks useful, open its source and license, run the demo where possible, then test how it behaves in your own layout. Do not treat a beau...

Observing Repository

EN

Git offers several ways to inspect and understand what has changed in your codebase. Mastering these commands helps you monitor progress, spot issues early, and keep your project history organized. Think of it like reading the "track changes" feature in a word processor, but for your entire code pro...

Create Repository

EN

Git is a version control system (VCS) created by Linus Torvalds, the same person who developed the Linux kernel. It’s a tool for tracking changes to files over time, mainly used in software development but useful for any project that involves evolving files...

Zaawansowane Wskazniki

PL

Wskaźnik to wartość, która może przechowywać adres. Sam surowy wskaźnik nie mówi jednak, kto odpowiada za obiekt ani jak długo ten obiekt będzie istniał. Ta różnica jest kluczowa: wskaźnik może jedynie obserwować obiekt albo uczestniczyć w zarządzaniu jego własnością. W C++ wskaźniki mogą też wskazy...

Przeciazanie

PL

Przykłady w tej notatce wymagają C++11...

C vs Cpp

PL

C i C++ są ze sobą spokrewnione. W obu językach spotkasz typy takie jak int, instrukcje if, pętle for i funkcje zapisane w podobny sposób. Dlatego na początku kod może wyglądać niemal identycznie...

Typography

EN

Standard of Iron controls its typography explicitly so the game, tools, and promotional output can render the same text consistently on every machine. UI code does not rely on an arbitrary operating-system font lookup for branded text, and the custom title face is built and tested as part of the rep...

Economy Guidance

EN

The economy guidance layer makes the gather-build-recruit loop visible to the player. Resource counters explain what each resource is for, the economy guide shows costs and prerequisites, and skirmish coaching gives the player a short sequence of economic goals...

Mission Startup

EN

Mission startup separates preparation from playable simulation. Loading a battle is not one monolithic map parse: the application resolves the authored map, constructs the world, applies mission ownership/setup, initializes AI, prepares renderer-facing terrain/scatter state, starts simulation, and k...

Skirmish Bases

EN

Every skirmish map authors its barracks in the map JSON structures array. Originally, the player_id on each barracks determined the starting position completely: player 1 began at p1_barracks, player 2 at p2_barracks, and so on. The setup screen could change which player occupied a seat, but not whi...

Campaign Missions

EN

This document explains the purpose of every campaign mission: what the player is asked to do, what the mission is designed to teach, and whether victory comes from attacking, defending, or managing the economy...

Horse Model Architecture

EN

Horses and elephants use authored, skinned low-poly geometry compiled into deterministic creature packages. The production pipeline preserves mesh topology, skinning weights, joint hierarchy, authored animation channels, attachment landmarks, and reviewed production proportions from asset generation...

Food and Farms

EN

Food connects settlement growth to military production. Farms grow grain, builders harvest grain or slaughter sheep, homes spend food to recruit civilians, and civilians become manpower when they reach a barracks. The result is an economic loop in which food drives population while wood, stone, and ...

Minimap

EN

The HUD minimap combines four cached raster layers with one live QML overlay. The split is designed around invalidation: stable pictures of world state are rebuilt only when their inputs change, while continuously animated signals stay on the scene graph...

Rpg Playability

EN

This document is the permanent contract for direct commander control: what playable means, how the mode is validated, and which runtime rules make the result reliable. tools/arena/rpg_gate_manifest.json is the live record of scenario status...

Ai Architecture

EN

Standard of Iron runs one strategic AI instance per computer-controlled owner. The AI is deliberately separated from the live ECS world: the world-owning thread builds an immutable snapshot, worker code reasons from that snapshot, the result is converted into typed AI commands, command conflicts are...

Pathfinding Architecture

EN

Pathfinding in Standard of Iron is deliberately simple at the core: the game keeps one flat 2D navigation grid, and A* searches that grid. The grid is not a physics simulation, not a unit occupancy map, and not a navmesh. It is a compact answer to one question...

Animation Architecture

EN

How a creature in Standard of Iron goes from "this unit is attacking" to moving geometry on screen — and why it is fast enough to do for thousands of units at once...

Frame Pacing

EN

Frame pacing in Standard of Iron is measured from real gameplay runs and reported as a frame_pacing verdict. The gate is designed to answer a broader question than “what was the average FPS?” It measures whether presented frames arrive consistently, whether CPU/GPU frame work fits the active graphic...

Map Object Placement

EN

An object authored in map JSON has to become two things that agree with each other: a physical body on the ground and a model on the screen. This document explains the coordinate contract that keeps them aligned, how object footprints are validated, and how the placement audit detects geometry that ...

Audio System

EN

Everything the player hears goes through one path: a cue is requested by gameplay or QML, the cue registry picks a resource from the manifest, AudioSystem decides whether it may play, and the miniaudio backend mixes it. Music and ambience beds are chosen by tags in the manifest rather than by ID in ...

Cursed Gold Vein

EN

The cursed gold vein is a capturable world element built around a deliberate trade-off. Visually, it is a crag of dark rock split by an ore seam, with gold crystals growing from the fracture and a claim flag planted beside it. Mechanically, it rewards ownership with a steady income while damaging th...

Unit Balance

EN

Unit balance in Standard of Iron is defined by executable simulation inputs: shipped troop data, nation overrides, combat multipliers, formation/stance behavior, production/economy values, and deterministic matchup fixtures run through tools/balance_sim...