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Member Since 16 May 2005
Offline Last Active Yesterday, 04:00 PM

Posts I've Made

In Topic: Should video game mechanics be scripted?

17 June 2016 - 12:11 PM

Consider also debugger support. If you program game logic directly in native C / C++, you can debug using your compiler's tools. With a scripting system, you'll have to implement debugging yourself if you want the same level of access. The script VM may help in this by providing hooks for breakpoints, single-stepping etc.


Though, once you have script debugging in place, you can go above and beyond of what gdb or Visual Studio could provide by tying it into your game engine systems (e.g. editing the game object properties while the game is running, selectively suspending or restarting specific scripts..)

In Topic: Why are there no AAA games targeted towards the young adult audience?

17 February 2016 - 07:19 AM

hypester nails a lot of points I was thinking of as well. Though the popular YA series still do include physical combat, so I wouldn't see a reason to exclude it entirely. The production cost of choices and branching storylines vs. the expected sales could be a big hurdle, until there's some major evolutionary step in storytelling technology smile.png


If a game is heavily focused on interpersonal relationships, and these tie into the game mechanics, they could become somewhat cheapened once players manage to dig up the formulas used to guide the story / relationships (compare to the Mass Effect 2 Suicide Mission flowchart). Though that's just my gut feeling.


In Topic: Any alternatives to automatic class instantiation via macro?

06 February 2016 - 01:13 PM

It's possible it's not documented strongly enough that it's a helper only. And it's also extensively used by all the included samples :)


But anyway, there's the Engine class that does that actual work (and which is simply instantiated by Application, which you could also do yourself.) Even that isn't strictly mandatory, if you know what you're doing you can instantiate only the subsystems you need, but then we're deep in "advanced use" territory.

In Topic: Any alternatives to automatic class instantiation via macro?

06 February 2016 - 11:13 AM

Just a minor Urho-related correction: the Application class is an optional helper, not the "core of the engine". The most useful thing it does, for simple applications which don't need more sophisticated control, is to abstract away how the platform wants the main loop to be run, which differs on iOS and Emscripten ("run one frame when requested" instead of "run in a loop forever until exited"), but you're not forced to use it.

In Topic: Game Engine Modules/Projects

12 January 2016 - 10:45 AM

Strictly speaking you can also live dangerously and take the approach that the engine DLL and the game simply need to be compiled with the same C++ compiler, and therefore allow working through C++ ABI directly instead of making a proper C API (C4 engine, and some graphics libraries like Ogre work this way.)


But I agree that dynamic libraries are a complication and the OP likely doesn't need them right now.