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documentation:thewizardsengine [2013/05/24 22:35] – [Detailed information] mhgameworkdocumentation:thewizardsengine [2024/08/26 13:25] (current) – external edit 127.0.0.1
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-Provides helpers and tools for creating and hosting gameplay code+Provides helpers and tools for creating and hosting gameplay code. Most of these tools can be used from the engine executable 'NewModules.exe', which starts the engine for development. The keys that can be used to control the engine are in EngineKeys.
  
 +==== Tools ====
  
-==== LinkeableEditor ==== +  * **EngineProfiling** Instant simple profiling 
- +  * **EngineTracing** Stores trace file with ModelContainer changes 
- +  * **AnimationSystem** Helper for simulation (keyframed) animation 
-Concept of the editor engine features: the editor has internal representations of every concept. You provide 'mappers' that map a single instance, to a single internal representation object + conversion methods to convert to and from the engine representation +  **[[:documentation:menudisplayer|MenuDisplayer]] ** Displaying a simple menu 
- +  **[[:documentation:worldselector|WorldSelector]] ** Selecting ANY Object in 3D by raycasting, by the use of selectableproviders 
- +  * **HotLoading** The engine will reload gameplay code will it is running 
-**[[:documentation:menudisplayer|MenuDisplayer]] ** Displaying a simple menu +  * **VSDebugAttacher** Provides several features for interaction with visual studio
- +  * **InversionOfControl** and **DependencyInjection**
- +
-**[[:documentation:worldselector|WorldSelector]] ** Selecting ANY Object in 3D by raycasting, by the use of selectableproviders +
- +
- +
-==== Hotloading ==== +
- +
- +
-Hotloading is made possible by the [[:documentation:modelobject|ModelObject]] system. +
- +
- +
-Definition of the current system: +
- +
- +
-**Simulator**: responsible for updating the state of [[:documentation:modelobjects|ModelObjects]]. It ensures that inconsistencies in the data are corrected/updated. +
- +
- +
-**[[:documentation:modelobject|ModelObject]]**: contains publicly readable and writeable data+
- +
- +
-**[[:documentation:modelobjectpart|ModelObjectPart]]**: a modelobject can contain several parts which are also readable/writeable data. Chances to the parts also invalidate the parent modelobject. +
- +
- +
-**[[:documentation:modelobjectpart|ModelObjectpart]] **  +
- +
- +
-Depending on which parts a model object has, a simulator can act to make these parts work together. This means there are 3 types of simulators we can identify for this scenario. Simulators that ensure consistency for between objects for the same part, simulators that cause consistency for different parts of the same object, and simulators that cause consistency for different parts and different objects, the last one beeing the most complex. +
  
 ==== Components ==== ==== Components ====
  
- +  * **Physical ** provides physical properties to a modelobject.  Provides position,boundingbox, objectmatrix
-**Physical ** provides physical properties to a modelobject.  Provides position,boundingbox, objectmatrix+
 ==== Rendering ==== ==== Rendering ====
  
 +  * **[[:documentation:camerainfo|CameraInfo]] ** contains methods to change the camera, get info about the camera, and generate a center screen ray!
  
-**[[:documentation:camerainfo|CameraInfo]] ** contains methods to change the camera, get info about the camera, and generate a center screen ray!+==== Unit Testing ====
  
 +  * **EngineTest** Attribute that allows running tests inside the engine
  
-===== Detailed information =====+===== Workbench =====
  
 +EngineWorkbench Information on the development of more epic engine features.
  
-describe engine workings+===== Detailed information =====
  
  
---> Startup+Next parts describe in more detail how the engine performs its tasks
  
  
-Start engine+==== Operations ====
  
  
-Execute plugin+=== Startup === 
 +Starts the engine, loads the previous state, and runs the test code.
  
 +    * Start engine
 +    * Execute plugin
 +    * Execute engine initializer (and load previous state)
 +    * Run test
 +    * Run initialScene (if not loaded yet)
 +    * Run engine
  
-Execute engine initializer 
  
 +=== Clean ===
 +This resets the current unit test to its default state.
  
-Run test+    * Clean all data (except [[:documentation:testingdata|TestingData]]) 
 +    * Reload gameplay dll 
 +    * Run test 
 +    * Run initialScene
  
 +=== Reset ===
 +This resets the engine to its default state, removing all effects from unit tests.
  
-Run initialScene+    * Clean all data 
 +    * Reload gameplay dll 
 +    * (There is no test selected now)
  
  
-Run engine+=== Reload (= Hotload) === 
 +Occurs automatically when the gameplay dll has changed, or can be invoke by pressing r.
  
 +    * Serialize all
 +    * Reload gameplay dll
 +    * Deserialize all
 +    * Run test
 +    * (Initial scene is not setup again)
  
---> Clean 
  
  
-Clean all data (except TestingData)+==== Simulator framework ====
  
  
-Reload gameplay dll +Depending on which parts model object hasa simulator can act to make these parts work together. This means there are 3 types of simulators we can identify for this scenario. Simulators that ensure consistency for between objects for the same part, simulators that cause consistency for different parts of the same object, and simulators that cause consistency for different parts and different objects, the last one beeing the most complex.
- +
- +
-Run test +
- +
- +
-Run initialScene +
- +
- +
---> Reset +
- +
- +
-Clean all data +
- +
- +
-Reload gameplay dll +
- +
- +
-(no test exists) +
- +
- +
---> Reload +
- +
- +
-Deserialize all +
- +
- +
-Reload gameplay dll +
- +
- +
-Reserialize all +
- +
- +
-Run test +
- +
- +
-(Dont run intial scene) +
- +
- +
-Initial scene setup is provided through service (TestSceneBuilder)currently using the internal DI.+
  
documentation/thewizardsengine.1369434930.txt.gz · Last modified: 2024/08/26 13:57 (external edit)

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