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  Colecting game library features  (Read 723 times)
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Offline Raghar

Junior Member




Ue ni taete 'ru hitomi ni kono mi wa dou utsuru


« Posted 2004-03-21 16:58:36 »

I would say it simply. It might be nice to have some nicely structured game library. So I decided to create some kind of a skeleton of it, and possibly made part of it as well.
However I would like to listen about things that I forgot or willingly left from it. If you have any comments then be free to do so.

It took me around half hour to sum this list, translated it's nothing fancy, but nice background.

sort

     radix sort
     radix from front with insertion sort (or perfect sort)
     
dataStructures
     circular doublelinked walkable list
     patricia trie (modified)
     BSP tree.
     Quad/ Oct tree.
     After I finnish  research to some workable form. It could include a seldom updated tree. (for majority of applicatins it would be high overkill.)
     
     
Utils

     Constructor. (for buildings with auto finnisher assinstant. This means you'd create two wals, it would create floor, roof, and rest of the wals in such way so it would feel nice with already existing rooms...  )
     Modeler. Fairly simple and efficient triangle modeler (Gmax is bloaded, blender is nonintuitive.)
     mapCreator. Thing working with the rest of the library, and with additional helping tools.
     utility for efficiently and graphicaly add it all together, and create structure efficient for AI colision detection, and irregular maps. (Aka maps with different heights and unlimited size.)
     

               Map
     pathfinding "square" "free" "triangle" "hex"
     Nonlinear pathfinding
     Dumb and straingth ("heuristic") algorithm DASH
     
     
     
     
     Vector math. (optimised for int and unsynchronized)

engines (partialy implemented engines)
     Roguelike tile engine 1
     Roguelike tile engine 2.
     GameFrame (Very lightweight frame with possibly connected JInput and with guaranteed switch screen resolution ability. Usable for Graphics2D/or Graphics2De, and possibly OpenGL) (I think it could be done in 35 kB native library so it wont increase download too much.)
     
     
Graphic rendering
     Black hole.
     Maya like similarity render
     
     extensions
     
Graphic effects.
     Lightning
     flames (and particle generator)
     morph
     

It seems formating isn't strong ability of this forum. (No WYS...)


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