Event-driven engine

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Gotanod
September 10, 2021
Event Storming Technique IV
Version 0.3.0
 

An update to show the progress of the EPC editor.

 Added features:
- drag and drop
- new action/event
- clear/load/save diagram flow
- delete
- edit labels
- Connect events/actions
- Import engine internal logic to flow.
- Zoom-In and Zoom-out (camera)
- Scroll horizontal and vertical…

5,191 views
Gotanod
September 09, 2021
EPC Event-driven Process Chain II

I was working on the Editor for my game engine and I found some trouble to implement some event-action sequences.
That's why I have decided to share my experience about how to manage the limitations of my game engine.

I was implementing the camera scroll for the editor. I decided to use the drag&…

5,753 views
Gotanod
September 06, 2021
Event Storming Technique III

 Version 0.2.0
 

An update to show the progress of the EPC Editor.
 

Added features:
- drag and drop
- new action/event
- clear/load/save diagram flow
- delete
- edit labels
- Connect events/actions


Next features:
- Export flow to engine internal logic.
- Import engine internal logic to flow.
- Zo…

14,003 views
Gotanod
September 05, 2021
Event Storming Technique II

 Version 0.1.0
 

An update to show the progress of the EPC Editor.
The good point from the User Stories is that you can work on them independently. And implement them at your on pace.
Even you can add them partially. Using mock-ups for the parts/dependencies not yet implemented.

I have added s…

5,076 views
Gotanod
September 02, 2021
Event Storming Technique

I was delaying this post till I started a new project. I have started with the new mini-game Secret Code but I need an editor to manage easily the Event-Action chain.
So I will try to apply the Event Storming Technique to build the editor.

We need to start with the User Stories, these are high level …

5,819 views
Gotanod
August 15, 2021
Release 0.2.1

I have released a new video of hangman, now with music and pixel art graphics.

This new version only uses events as discussed in previous blog post.

There are a lot of things to do but events are easier to extend without breaking anything else.

Music created by @byter 

8,270 views
Gotanod
August 13, 2021
EPC Event-driven Process Chain

EPC Event-driven Process Chain is a flowchart for business process modelling.  It is similar to BPMN Business Process Model Notation.

“An Event-driven process chain (EPC) is an ordered graph of events and functions. It provides various connectors that allow alternative and parallel execution of…

9,244 views
Gotanod
August 08, 2021
Data-driven and Game Logic

In last post of my blog  Event-driven engine https://www.gamedev.net/manage/blogs/5858/​ I talked about the magic numbers and ways to extract them from the code. Also for any hard-coded data inside the code like the Strings.

But that is not enough in our data-driven way. There is still hard-cod…

6,209 views
Gotanod
August 04, 2021
Data-driven and Magic Numbers

In my opinion, Magic Numbers ("Unique values with unexplained meaning") are a red flag in your code. They mean that you are mixing data and code. You are defining the details of the game behavior in your code and usually you need to tweak them a lot.

Imaging for example that you hard code the positi…

4,934 views
Gotanod
August 02, 2021
Data-driven and components

After too many changes, I have taken the decision that the engine will manage its own data types. So they will be part of the engine and the infrastructure layer will need to know them and use them.

Also, I have started with the data-driven approach removing all the data from code (still there are a…

13,712 views
Gotanod
July 31, 2021
Release 0.1.0

I'm still trying to decide what is the best domain isolation for the game structure. 
I have read that the Infrastructure layer provides support to higher layers, it could be a library shared by the other domains. In such way, the file access, image loading, drawing in the screen, reading the k…

3,999 views
Gotanod
July 28, 2021
Undesired dependency and SRP

I'm trying to extend the hangman mini-game adding the remaining number of attempts in a picture instead of just text.

It seems a very simple task, just instead of calling printLine for the remaining attempts, we call printImage to show the corresponding picture. Just a new interface entry and an AWT…

3,978 views
Gotanod
July 27, 2021
Another mini-game

Before starting with more complicated staff, lets try what we have with another similar mini-game.

In “Secret” you need to find the code in some number of attempts. To help you, the game shows how many digits are in the right position and how many are in wrong positions.

Example of a play.

The game lo…

3,932 views
Gotanod
July 26, 2021
Switching to GUI

In the last post, I introduced the need of abstracting the input/output (and other dependencies) and how it would let us easily change the input/output without change our game.

We have replaced the console input/output by an AWT window and the code is almost the same.

Now, we request a canvas AWT for…

3,533 views
Gotanod
July 25, 2021
Dependency Inversion Principle

Coupling is a big problem when your code starts growing. In our first monolithic version we are calling input/output functions several times. What happens if you want to replace the CLI console with a GUI? You will need to change code all over the place. Of course, you can create a class to narrow …

3,830 views
Gotanod
July 25, 2021
Monolithic

We'll start the game engine with some simple games like hangman, memory, mine finder, multiply, match3, … One important characteristic is that they don't need any type of collision detection, no need of high FPS, and they are basically event driven. The user takes an action and the game reacts to t…

3,568 views
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