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posted in Beals Software
Published April 20, 2008
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Wow, it's been over a month. I haven't posted because I haven't really had any "game development" stuff to post.

I've dropped the DragonForge Technology name for the engine, it got real old, real fast (I've been trying to come up with some different name for quite a while now.) I've been using it because I felt the "Technology" part made it seem more professional or something; I don't know.

-- snip --

I was ranting about a bunch of stuff you guys wouldn't really be interested in (going into to much detail, blah blah blah.

Anyway, here's the breakdown.

I'm currently coding my framework, named the Ouroboros Game Framework. It wraps up all of the common utilities (data type manipulation, path name manipulation, math, etc), audio, graphics, input, GUI, and (in the future) network systems. Each module will allow complete access to the underlying system (well, as long as the library I'm using (like Audiere) allows it.) For example, even though my Graphics::Device class will wrap up all of my needs for IDirect3DDevice9, you'll still be able to access the underlying IDirect3DDevice9 pointer (this way, if the user needs to do something I don't wrap up, they still can.)

Phase 2 will be designing and developing the layer overtop of OGF which is going to be called the Infinity Interface. I'm not going to go into what the Infinity Interface is, you'll just have to wait and see.

Btw, for those that don't know, the Ouroboros is the snake/dragon that circles around and is eating it's own tail (thus the name Infinity.) I might rename it to Ouroboros Interface because then I could use the Ouroboros as the splash logo. I haven't decided yet. I'll figure that out once I'm done with the OGF.

Anyway, I'll update you all later.
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