Jump to content

  • Log In with Google      Sign In   
  • Create Account


Member Since 27 Jan 2013
Offline Last Active May 07 2013 02:46 AM

#5042011 Separating game logic from the game engine itself - data representation and c...

Posted by on 11 March 2013 - 02:33 PM

Hi, folks! Welcome to the topic! smile.png


Since many hobbyists and professionals alike use scripting for their game logic and game engine to handle all that, I decided, if they can do it, maybe I can do it too! happy.png


So I got into it. By the help of the Lord, I managed to put up a nice little system to write and read simple game data. I used my very own file decryption and encryption methods, of which I'm not that sure how many people know about. huh.png  Anyway, tongue.png  I kept on going. cool.png Eventually, I was able to store simple data, like game name, window properties, amount of entities, images, 3D models and such. No worries this far! smile.png


To be honest, I don't use scripting (at least not yet). I basically want to separate game engine from the actual game logic. I want to create a game engine, which is flexible enough to support pretty much any type of 3D game, user simply defines the what kind of game my game engine is supposed to handle. Game logic/tools to game engine. That's what I want to do. But how exactly? Simple data can be easily stored, but how about the following data:


- AI (movable areas, path finding)

- actions (user defined functionality for character entities, for instance)

- levels (geometry, entity placements)

- menus (linking to other menus, etc.)


and so on. I hope I made myself clear. wink.png


What do you think? rolleyes.gif