documentation:thewizardsengine
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documentation:thewizardsengine [2013/05/24 22:40] – [Detailed information] mhgamework | documentation: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 ' |
+ | ==== Tools ==== | ||
- | ==== LinkeableEditor ==== | + | * **EngineProfiling** Instant simple profiling |
+ | * **EngineTracing** Stores trace file with ModelContainer changes | ||
+ | * **AnimationSystem** Helper for simulation (keyframed) animation | ||
+ | * **[[: | ||
+ | * **[[: | ||
+ | * **HotLoading** The engine will reload gameplay code will it is running | ||
+ | * **VSDebugAttacher** Provides several features for interaction with visual studio. | ||
+ | * **InversionOfControl** and **DependencyInjection** | ||
+ | ==== Components ==== | ||
- | Concept of the editor engine features: the editor has internal representations of every concept. You provide ' | + | * **Physical ** provides physical properties to a modelobject. |
+ | ==== Rendering ==== | ||
+ | * **[[: | ||
- | **[[: | + | ==== Unit Testing ==== |
+ | * **EngineTest** Attribute that allows running tests inside the engine | ||
- | **[[: | + | ===== Workbench |
- | + | ||
- | + | ||
- | ==== Hotloading | + | |
- | + | ||
- | + | ||
- | Hotloading is made possible by the [[: | + | |
- | + | ||
- | + | ||
- | Definition of the current system: | + | |
- | + | ||
- | + | ||
- | **Simulator**: | + | |
- | + | ||
- | + | ||
- | **[[: | + | |
- | + | ||
- | + | ||
- | **[[: | + | |
- | + | ||
- | + | ||
- | **[[: | + | |
- | + | ||
- | + | ||
- | 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 ==== | + | |
- | + | ||
- | + | ||
- | **Physical ** provides physical properties to a modelobject. | + | |
- | ==== Rendering ==== | + | |
- | + | ||
- | + | ||
- | **[[: | + | |
+ | EngineWorkbench Information on the development of more epic engine features. | ||
===== Detailed information ===== | ===== Detailed information ===== | ||
Line 61: | Line 40: | ||
=== Startup === | === Startup === | ||
+ | Starts the engine, loads the previous state, and runs the test code. | ||
* Start engine | * Start engine | ||
* Execute plugin | * Execute plugin | ||
- | * Execute engine initializer | + | * Execute engine initializer |
* Run test | * Run test | ||
- | * Run initialScene | + | * Run initialScene |
* Run engine | * Run engine | ||
=== Clean === | === Clean === | ||
+ | This resets the current unit test to its default state. | ||
* Clean all data (except [[: | * Clean all data (except [[: | ||
Line 78: | Line 57: | ||
* Run test | * Run test | ||
* Run initialScene | * Run initialScene | ||
- | |||
=== Reset === | === Reset === | ||
+ | This resets the engine to its default state, removing all effects from unit tests. | ||
* Clean all data | * Clean all data | ||
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- | === Reload === | + | === Reload |
+ | Occurs automatically when the gameplay dll has changed, or can be invoke by pressing r. | ||
+ | * Serialize all | ||
+ | * Reload gameplay dll | ||
* Deserialize all | * Deserialize all | ||
- | * Reload gameplay dll | ||
- | * Reserialize all | ||
* Run test | * Run test | ||
* (Initial scene is not setup again) | * (Initial scene is not setup again) | ||
- | ==== Writing tests ==== | ||
+ | ==== Simulator framework ==== | ||
- | A test for running in the engine should receive the class attribute EngineTest. An engine instance should be optained with the EngineFactory. | ||
- | + | 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 | |
- | Initial scene setup is provided through | + | |
documentation/thewizardsengine.1369435219.txt.gz · Last modified: 2024/08/26 13:57 (external edit)