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Engine features

Started by Knarkles Oct 18, 2000 at 2:40 AM 3 replies 300+ views
Original Post
Knarkles
Knarkles
I'm currently coding the engine of our space strategy game, and we've been collecting a feature list. Now it's your time to contribute: what features should there be in addition to these, is it too ambitious? Completed features are in bold . Feel free to steal ideas. 2D graphics
  • 16-, 24-, 32-bit color
  • Drawing: pixel, line, circle, ellipse, also transparent
  • Every possible resolution
  • File formats: PNG
  • Fonts
  • Gamma control
  • Transparent blitting
  • Windowed / fullscreen
3D graphics
  • Alpha map
  • Collision detection
  • Cubic environment mapping
  • Environmental bumpmapping
  • File formats: ASE (or 3DSMAX plugin), engine's proprietary format
  • Hardware T&L
  • LOD models
  • Mipmapping
  • Object links
  • Octree(?)
  • Particles
  • Physics
  • Shadows(?)
  • Texture animation
Utilities
  • Maths: trigonometric functions, vectors, matrices, quaternions
  • Random number generation
  • Timer
Input
  • Keyboard
  • Mouse
  • Unlimited number of joysticks and additional mice and keyboards
Main engine
  • Application window and other Windows resources control
  • Logging
  • Messages and error messages
  • Module handling
Networking
  • Unlimited number of players (in theory)
Sound
  • All possible sound formats
  • 3D sound
  • DirectMusic(?)
  • File formats: RAW, WAV
-Jussi "Hey you, Out there on your own, Sitting naked by the phone, Would you touch me?" - Pink Floyd Edited by - Selkrank on 10/18/00 7:03:36 AM
MrSandman666
MrSandman666
Sounds good!
You might wanna have alpha maps and some file support in the 2d engine too, so that you can create a HUD of nicely alpha blended JPGs or something...
I''d love to see that thing when it''s finished!

"Mr Sandman bring me a dream"
-----------------------------"Mr Sandman bring me a dream"
Knarkles
Knarkles
quote:
Original post by MrSandman666

You might wanna have alpha maps and some file support in the 2d engine too, so that you can create a HUD of nicely alpha blended JPGs or something...


Hmm... transparent blitting. Of course. Added. At least I''ll try to make it fast enough. :I

-Jussi

"(quote space for sale)" -Selkrank
tcs
tcs
Sounds stupid to think abot cubic environment bump mapping and environmental bump mapping before you have a clear idea of the collisiond detection algorith...

While I think this two features are really cool and separate sucking 3Dfx cards from rocking nVidia/ATI cards, I can''t say that''s a good idea to focus on such features to much.

Maybe discussing the overall structure of the engine and some algorithms might be more important ?

Just my two cents...


Tim

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Knarkles
Knarkles
quote:
Original post by tcs

Sounds stupid to think abot cubic environment bump mapping and environmental bump mapping before you have a clear idea of the collisiond detection algorith...


Bump mapping is not a "must have" feature. Maybe I should separate essential and "nice to have" features. Environment mapping is quite essential, because it''s used for the background stars. Besides, I have coded a 3D engine before and I already have the structure somewhat laid out.

-Jussi

"(quote space for sale)" -Selkrank

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