Derange has been in development for quite some time now, so I figured it might be a good idea to review which features have been implemented so far to see where I’m currently standing. Many of these features have been rewritten from scratch at least a couple of times as I learned better ways to implement them.
Implemented features
- 3D graphics rendering using Ogre3D v1.6 (Shoggoth).
- Scriptable API using Lua v5.1 and LuaBind v0.7.
- Input device management using OIS v1.2.
- Support for multiple Locations with separate resource groups that can be initialized using DotScene files.
- Importing of DotScene files using OgreMax v1.6.23, creating necessary game objects as needed.
- Configuration through XML files using Xerces-C v3.0 for parsing and validating against XML schemas.
- Efficient resource management using Ogre3D’s capabilities.
- Flexible game object design, tightly bound to Ogre3D’s scene graph implementation.
- Multiple Controllers can be combined and attached to game objects to separate representation from the actual game logic applied.
- Easy to create game objects using a factory class which only requires the names of the object and the state to initialize it to.
- Skeletal animation support with smooth blending between different animations.
- Actors rotate smoothly in the direction they’re moving to using Slerp interpolation.
- Actors move using configurable speed and inertia parameters.
- Third person player control, with movement relative to the current camera’s position using the keyboard.
Near-middle future plans
- Collision detection, possibly physics simulation too. Need to figure out the pros and cons of the different third party physics engines available to decide.
- Automatic camera selection based on target proximity.
- Walking through predefined path nodes.
- Path finding.
- Mouse picking.
- Overlay manager for HUD display, menus, and on-screen debugging.

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