Table of Contents

The Wizards Engine

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

Components

Rendering

Unit Testing

Workbench

EngineWorkbench Information on the development of more epic engine features.

Detailed information

Next parts describe in more detail how the engine performs its tasks

Operations

Startup

Starts the engine, loads the previous state, and runs the test code.

Clean

This resets the current unit test to its default state.

Reset

This resets the engine to its default state, removing all effects from unit tests.

Reload (= Hotload)

Occurs automatically when the gameplay dll has changed, or can be invoke by pressing r.

Simulator framework

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.