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Blog RSS Report abuse Short summary rant on game logic in the Dragengine

0 comments by Bahl on Nov 30th, 2010

While discussing how to best use the scripting functionality of the Dragengine, I ended up with a long post that received a very short answer from Dragonlord: Moves this to an article. Well, here we go:

Let's see if I can summarize the API in a few handy words:

- under common the folders curve, math, shape for base geometry, color data classes and operations on them.

- the folder filesystem plus under common the folders string, xmlparser, file for base text persistence classes and operations on them.

- the folders logger, errortracing plus under common the folders exceptions for cross cutting error handling.

- the folder resources which seems to include mid and high level visual entities, artificial intelligence, physical and networking.

- the folder systems, containing the folder modules, containing interfaces for all modules, which then probably during runtime get their different implementations plugged at the will of the user.

All in all a neat setup :-). Maybe slightly unbalanced folder tree and a bit inconsistent sorting of the related structures, but oh well, systems grow and have a life ;-).

Now taking a look at the scripting:

- first impression is, it seems to be heavily relying on events and the implementation seems to be required to implement a lot of callbacks for AI, physics, rendering, network... . That sure covers the necessities for game logic, but seems quite cumbersome as a base layer.

- first idea is, I'd want to provide base game logic entities like avatar, tool, material, product, monster, machine, and some abstract game facilities to bind all the nuts and bolts together to something easily accessible. But maybe my short skim over the documentation made me overlook some gems that possibly already fulfill such desires?

Feel free to comment, especially if you have answers to my last question! Thank you :-).

Comments  (0 - 10 of 12)
Cloud6556 Mar 20 2008, 9:15am said:

excuse me but did you ever manage the port to source??? because id LOVE to play it :(

+2 votes     reply to
Bahl Apr 15 2008, 10:47am replied:

well, I do have an alpha version of it. It's not fully functioning however. I still consider it one of my projects, but atm I'm heavily overworked.

+2 votes     reply to
Bahl Dec 10 2005, 3:44am said:

oh, i did for some time... but basically nobody cared ^^... they just kept on with their convo. so why should i?

+2 votes     reply to
ImTheDarkcyde Dec 7 2005, 4:16pm said:

ya whould post in the forums some time

+2 votes     reply to
Bahl Dec 12 2003, 4:44pm said:

oh right, damn now they are walking among us hehe.

+2 votes     reply to
ShortCutMan Dec 12 2003, 5:51am said:

Waking the dead! :D

+2 votes     reply to
Bahl Sep 30 2003, 3:54am said:

complaining about what?

+2 votes     reply to
BigBird Sep 27 2003, 3:00am said:

yeh cHIs don't wake the dead already... i've had like 26 complaints this week

+2 votes     reply to
Bahl Jun 6 2003, 8:38am said:

hey, dont wake the dead :devil:

+2 votes     reply to
chis Jun 5 2003, 8:08am said:

he said something.


+2 votes     reply to
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