Plan uodates

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2026-04-29 22:01:19 +01:00
parent 02241bbd9e
commit a7fce6616d
+15 -22
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@@ -7,38 +7,34 @@ Game Engine - With Mist a maze game
- A high performance - low level game engine that provides abstactions for 2d games to be built on.
- A scene system
- A scene is a set of scene components used to create it,
- A scene is a set of scene elements used to create it,
- For example, a scene for menu, for game over screen, and most importantly, for the main game scene.
- A scene component can be one of,
- A scene element can be one of,
- A basic geometric shape
- A text, with localization maybe?
- A text, with localization codes and text db
- An image
- A game world
- A block, which allows merging other components into a single unit. (can be used to implement HUD systems)
- each component has coordinates on screen and z ordering.
- A scripted element, for stuff like minimaps
- each element has coordinates on screen and z ordering.
- And they can handle clicks / keyboard events and have scripts attached to each.
- The bus
- any event can be fired on the bus by any object and then used by other objects for actions like enemy attacking player or something,
- as the game "world" captures input, the bus can be used to forward it to other objects, or just propogated through "update" loop functions
- they can be scoped with lifetime rules for tighter control and avoiding a event mess
- they need to be predefined in a centralized table for making debugging easier, but this can be optional.
- A game world is just the game world (everything is coordinates in the world map relative, and this object controls the camera), \
and it can be defined as topdown or side (for z ordering rules).
- everything is an object (defined later)
- with specail object for tiling spritesheets where a set of tiles can be defined and the engine will place the right kind of tile based on the scenario \
- everything is an entity
- with specail entities for tiling spritesheets where a set of tiles can be defined and the engine will place the right kind of tile based on the scenario \
(for example in a maze if i define a spritesheet with tiles for corner / edge peices and then tell the maze as a grid of cells with 1 for wall and 0 \
for empty it will automatically place the correct tile from that list.)
- and support for maze generation and solving algorithms, which can be used with tiling object to create maze maps but also just usable for anything.
- pixel perfect or anti-aliased modes
- and support for maze generation and solving algorithms, which can be used with tiling entity to create maze maps but also just usable for anything.
- Every object is just a set of components added to it to form something in a game "world"
- An object joins together components to create an entity
- Some components could be
- Every entity is just a set of components added to it to form something in a game "world"
- An entity joins together components to create an entity
- Components are:
1. Body
- Shape (Dynamic or static)
- light level
- Mass, physics interactions
- Coordinates
2. Spritesheet (state based or singleton)/(animated or static)
@@ -48,10 +44,12 @@ Game Engine - With Mist a maze game
areas within a bitmap image for each animation frame and the fps of the animation.
3. Render, only for those that dont use a Spritesheet
- Can be used for rendering a box or other simple shapes / text for fine grained control, this is automatically handled if a spritesheet exists.
4. Update
4. Controlles
- Can be used to connect a script to run on every game loop for this object (delta based)
5. Event Subscription
- Event Subscription
- Can be used to subscribe to global / scoped events in the game event bus. (input can be handled through this or in update)
5. Light
- Light level info for fog light shader
- In debug mode the collisions will be visible and other info like coords etc. logged for that game "world"
- It will have a physics engine for physics calculations like collisions, velocity, friction, forces, los, etc. attached to the game world
@@ -63,8 +61,6 @@ Game Engine - With Mist a maze game
objects for firing collision events (for exmple checking if player collides with enemy)
- it also has setting for adding gravity (added for side view games.), or defining friction force relative to a coefficient defined per object for texturing.
- Calculations for interacting these objects in the world and updating their positions based on velocity / forces each game loop.
- Calculations for raycasting and testing if objects have line of sight.
- See if i can GPU accelerate los/raycasting. (and maybe use haskell for that bit, would be fun to show cross language c abi)
- Lighting support for fog based systems and shaders for common scenarios like clouds / fog and api to create custom shaders
- A light system to render torches/light systems
@@ -78,9 +74,6 @@ Game Engine - With Mist a maze game
- The scripting is done in mruby with most common ruby gems available. (the actual project will be in c++)
- The scene can be defined and setup in a markup-style custom ruby DSL.
- Then components in the scene have scripts for components connected to it (like linking it to a do end block or class or smthn)
- Maybe use ffi or libruby instead of mruby?
- And special predefined scenes for menu / settings types with settings having predefined settings for keybinds used.
- And the godot style project settings where we can define key value pairs with datatype for value that can be used as globals. \