Andrew Bertrand - Software Developer
Game Engine
This engine is built from my Rendering Engine and my Data-Driven Engine. I am combining the two and adding features, with the goal of making a reusable engine in which a game can be made solely by adding scripts.
I currently have a moving camera, in an environment with a single model that is specified via script. Here are the scripts to create this environment:
Controls
<controls>
<cameramoveforward>w</cameramoveforward>
<cameramoveleft>a</cameramoveleft>
<cameramoveright>d</cameramoveright>
<cameramovebackward>s</cameramovebackward>
</controls>
World
<world name=”world”>
<sector name=”a sector”>
<entity className=”DrawableEntity” instanceName=”an entity”>
<string name=”model”>
<value>tiny.x</value>
</string>
<string name=”texture”>
<value>Tiny_skin.dds</value>
</string>
<vector name=”position”>
<value>(50, 50, 50, 0)</value>
</vector>
</entity>
</sector>
</world>
As you can see, the camera controls are set via script. The texture, model, and position for the object are also specified via script.
My next step will be to add controls in order to move the model via script. While I do have a framework for conditionals in an update on Entities, it cannot currently process symbols, such as control buttons. This task, therefore, consists of two parts: allow entities to specific a control (such as “jump”) and have it linked to the key specified in the Controls script, and add a way for an entity to and use its own symbols (in this case, “position = position + (1,1,1,0)”).