Empyrean:EngineFrom Superluminon
Engine Overview and Detailed AnalysisThis should give an idea of what are the main aspects of the engine we are going to develop. This must not be considered fina and may thus be subject of many changes in the near future. Also, I need to create some maps so that the entire design is clearer, but still have to find the software for doing that. --Giulio 09:17, 9 December 2007 (CST) OverviewOur engine constists of 3 main subsystems, that basically handle all the processes of the game and are splitted up in subprocesses for making a better use of resources and divide the development phase.
Detailed analysis of main subsystemsEngine diagramRefer to the one at the top of the page. Game ManagerThe Game manager is the most important stuff, what our game basically depends on. The architecture of this system must be very flexible to allow quick changes and rapid tests on its functionalities and features. Subprocesses of Game ManagerGame Manager has several subsystem that are to put all togheter to create a working, stable and reliable system:
Configuration SystemConfiguration system is one of the most simple, yet most important, parts of the engine. Its unique goal is to load the configuration saved somewhere whenever the game is launched and allow for changes of it also during the game execution. I actually don't feel any additional details are needed. Events HandlerThis is another important part of the engine, since it basically takes care of everything that's painted on the screen. Whenever something moves or changes, a part of this system is called in action. We could say this is the heart of our engine, even if the Game Manger is actually what makes all this not meaningless. Subprocesses of Event HandlerThe Event handler has some basic processes and systems that are not really connected each other, but makes all togheter the main system working.
Please see and discussExternal references
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