It has been awhile since I have updated this blogger. Many changes have happend.
Team:
There is no I in team, the University of Wisconsin-Parkside finally has a game developers club, and yours truely is a member. With our first project at hand, we are getting our feet wet with the Myriad Engine I built this past semester. I am very thankfull to be working with these individuals, very talented indeed.
Engine Updates:
I have been tinkering around with "controllers" with entities. I took the approach of having an
EventManager take in events from various objects, to shoot them out to listeners who want to hear from those objects.
Benefits:
A very decoupled design, I can swap out different controllers for entities, making for AI design much simpler. I am very pleased with the robustnest (this a word?) of this system.
Pitfalls:
The only pitfall I see so far is these passing of events can get very costly. For instance say we have 500 active entities, each of these entities is going to shoot an event off stating its current action, the EventManager has to pass the events to the correct entity, which in turn can be costly on the CPU.
Items on the agenda:
- Create Virtual File System ( almost complete thanks in part of PhysFS )- 80% complete
- Quest System (retrieve this sword, bring to character type deals ) -0% complete
- AI system (my good friend Ken Smith will be attacking this ) -0% complete
- Independent View Direction -0% complete
- Weapons - 60% complete
Things are moving along, the level editor is nearing completion and the engine is almost complete.
'Til next time.
Friday, December 22, 2006
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