Skip to main content

Logic Flow

Over the weekend I expanded upon the logic processing or my game engine.  Originally it would process all of the logic for the current room (a level essentially), actors in the current room and any logic scripts held in a global list.  When a new room is entered all logic not contained in the global list is dumped and the new room and actor logic is run.

There are functions to load and stop global logic so if I needed to kick off logic that would process across multiple rooms that is very easy to do.  But I hit an issue putting together a new room that needed to have more complex logic that was executed only in that room.

I could make a script that is run globally but I would need to make sure to kill it when the player exits the room.  This is not a problem but it does leave plenty of room for error if you forget to kill it when the room exits.

Introducing "local logic" all the flexibility of "global logic" but with out the need to clean up.  The local logic gets emptied any time the room changes.  Now I can kick off scripts on the local level and not have to worry about cleanup though I still have the power to kill the script at anytime.  Now you can break up the logic into many smaller pieces and start and stop them through the main room script.  Its like Lego but with game logic.


Comments

Popular posts from this blog

Balance

Right now I am in the throws of balancing.  Not game balance but life balancing.  At work we are currently trying to wrap up our game and so things are rather busy.  At home both my kids AND my wife's birthdays are coming up in the next couple of weeks.  So things feel rather difficult to balance properly.  I was on track to get a simple blog post every week day for almost two months but I was only able to get through last month. At first I was pretty bummed that I missed a few days and then the old habits started to kick in again so it seemed like a good time to post something to keep the juices flowing.  I doubt anyone really comes here on a regular basis, I assume most people that find their way here do so from one of my posts somewhere else.  But I'd like to spend some more time putting things here instead of scattered all over the place so I will try and keep posting things as often as I can but for the next month or so the posts might have a fe...

Level Buddy | Blender Addon

An old-school CSG inspired level editor add-on for Blender 3D. The add-on is still very much a work in progress but fairly solid for blocking spaces super quickly.  Just because graphic fidelity has gotten insanely good and hyper detailed doesn't mean we shouldn't look back how older games were put together, at least that is my opinion.  One thing I always come back to is how quickly the tools in the first 2 versions of Unreal Ed 2 and Doom level editors allowed anyone to block out a level, iterate on feedback or try an idea out.  So I just took some time to put together a similar pipeline right in my 3d package of choice.  I wanted to keep it simple and quick to try out level design ideas.  You can use it for simple white boxing of your level, break it up into multiple static meshes and import them into your game engine of choice or  you can use that as your starting point to start more detailed modeling ....

Mike Acton "Data-Oriented Design"

This video is amazing and I can't recommend it enough to anyone that is writing code.  Hearing this stuff from someone like Mike Acton should really echo the importance of what he is talking about.  The core ideas he shares here can be applied to EVERYTHING including art and design.  Do your self a favor and really watch this video preferably multiple times to really drive the ideas home.