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Thread: Game Engine Discussion

  1. Registered TeamPlayer gehn's Avatar
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    Steam ID: gehn gehn's Originid: gehnster
    #1

    Game Engine Discussion

    Quote Originally Posted by Kanati8869 View Post
    well it's likely got an IO system sure... but keybindings are, as I said, a higher level functionality implemented by the game creator and not the engine itself. For instance W,A,S,D. We take for granted that they will move you up, down, left and right. But that is entirely up to the programmer and not the engine.
    Well then I don't think you understand how that system should work. My game engine that I'm creating has the ability to add input mappings to an action, the source engine by itself should have the same ability plus the ability to modify what key is used to cause that action. Trust me, I have some experience in this since it took me a WHILE to make sure my input and configuration system worked the way I wanted them too. It's still a work-in-progress but they can at least do more than what you think the Source engine doesn't have.

  2. Administrator Kanati's Avatar
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    #2

    Re: Insurgency...The new CS?

    ok. you've piqued my curiosity...

    I'm going to guess you are talking about something along the lines of the following... And I'm guessing you are talking more along the lines of an engine PLUS a framework...

    In writing a game for your "engine", I would have a set of user actions... Lets say the following:

    Player_Jump
    Player_Left
    Player_Right

    Your "engine" will read from ini, xml, registry, whatever a predefined key binding set when it's initialized.

    So to throw some pseudo-code out there I'd then do something like:

    Code:
    Switch (Key_Input)
    {
        case Key_Left : Player_Left();
        case Key_Right : Player_Right();
        case Key_Button1 : Player_Jump();
    }
    Yes no?

    I would still contend that that part of an "engine" should be left to the programmer or as a framework laid on top of the engine. But not the engine itself.

    Krakkens and shit. stop tempting them.
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  3. Registered TeamPlayer DJ Ms. White's Avatar
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    #3

    Re: Insurgency...The new CS?

    Is Source the only engine that is that way?
    enf-Jesus its been like 12 minutes and you're already worried about stats?! :-P
    Bigdog-
    Sweet home Alabama you are an idiot.

  4. Administrator Kanati's Avatar
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    #4

    Re: Insurgency...The new CS?

    I have used a number of engines. I have not used the source engine so I can't say for sure if they initialize a "keys" dataset on initialization or not... If all source games use a similar or the same text file to do so then I would have to assume that it does. I cannot think of any other engine that *I* have used that does it that way. Unity MAYBE but I haven't dug into that one very deeply.

    Krakkens and shit. stop tempting them.
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  5. Registered TeamPlayer gehn's Avatar
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    #5

    Re: Insurgency...The new CS?

    As I said, mines still a work in progress but it works the way I want for now. The way it works for me is I have this:

    addInputMap("FireWeapon", Keys::LMOUSEBUTTON);
    That adds a new mapping, that I can modify or delete if needed. The engine also automatically adds, for now, that to my configuration file.

    Then later on wherever I need to use that I do this in the game/app/demo.

    if (g_engine->getInputManager()->IsPressed("FireWeapon"))
    Log(L"FIRE!");
    Then in the game/app/demo its just a simple compare that the game developer has to do in their update function. The rest is handled by the engine.
    Last edited by gehn; 03-12-14 at 09:58 AM.

  6. Administrator Kanati's Avatar
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    #6

    Re: Insurgency...The new CS?

    I think we're actually talking the same thing with different terminology. You have an input system/IO system. You simply add some aliasing on top of that. It really doesn't matter if you are calling IsPressed(LMOUSEBUTTON) or IsPressed(FireWeapon). You are just giving the programmer a "friendly" alias to use for his/her program. And from your description you are writing a config file at the time of the programmatic setting of the alias. I like the design.

    Krakkens and shit. stop tempting them.
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  7. Administrator Kanati's Avatar
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    #7

    Re: Insurgency...The new CS?

    Quote Originally Posted by gehn View Post
    Then in the game/app/demo its just a simple compare that the game developer has to do in their update function. The rest is handled by the engine.
    We should have a development section...................
    Likes salty99 liked this post

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  8. Registered TeamPlayer i8pptuakamonstercam's Avatar
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    Game Engine Discussion
    #8

    Re: Insurgency...The new CS?

    Quote Originally Posted by Kanati8869 View Post
    We should have a development section...................
    Ya, who is going to help me make the next flappy bird!!?

  9. Administrator Kanati's Avatar
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    #9

    Re: Insurgency...The new CS?

    do you do mobile development?

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  10. Registered TeamPlayer i8pptuakamonstercam's Avatar
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    #10

    Re: Insurgency...The new CS?

    Quote Originally Posted by Kanati8869 View Post
    do you do mobile development?
    lol, no but I guess I could cuz I know java. Teach me Kanati!!

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