Water ... that adapts itself to the flow, that breaks everything like a sword
Little Big Adventure: Preview 6
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Tym razem wyszła trochę dłuższa prezentacja ale wydaje mi się, że nie powinno wam się nudzić oglądając ja :] więc nie będę już przeciągać oto pokaz nr. 6 :
So like always start with problem description: I have some pool of command represented as enumerator. Each of command can have unique data that size can be different. I wanted to create system that allow me in easy way iterate over them and execute. After some time I created this implementation: template<ECommands::enum cmd> bool execCommandTemp(ECommands::ENUM a_cmd, void* a_data) { if (a_cmd == cmd) { SCommand<cmd>::execute((SCommand ::SData*)a_data); return false; } return execCommandTemp<(ECommands::ENUM)(cmd+1)>(a_cmd, a_data); } template<> bool execCommandTemp<ECommands::WRAP>(ECommands::ENUM a_cmd, void* a_data) { return true; } bool execCommand( ECommands::ENUM a_cmd, void* a_data ) { return execCommandTemp<(ECommands::ENUM)0>(a_cmd, a_data); } where SCommand look in example such a way: template <> st...
And as I said last time new preview is available: As you can see a lot has changed. Right now I mostly focus on gameplay so I do test of AI (some of them you can see on end of movie), changes in fight, items managing, fix some problem with physics and many other things. To say truth I don't remember them all :P So I'm going back to work and till next week.
Time is something funny we don't notice when but it pass by so quickly. Few months ago I announced release of this pre-alpha build. Then it was so far away right now only a little bit more then month left. You probably wondering what changed in this time. So below you will find some summary of biggest changes (from my point of view): Component base architecture Decision on big changes in engine architecture aren't easy. I think that transition from class base approach which looked like that : class CGameObject class CModelObject : public CGameObject class CPuppetObject : public CModelObject class CChcaracterObject: public CPuppetObject to component base ( like in Unity 3D ) was one of the biggest and most problematic changes that I done in White Rabbit Engine in last years. I needed to change a lot of code, don't break the game that I have and in the same time change my approach to resolving problems. Level Editor : New com...
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