[[RonEnix]]

“Somewhere nice to be…”

Archive for February, 2008

Progress on AGT Engine

Posted by ronenix on February 10, 2008

Most of the work done on the project is mainly on the engine side of things. At the current stage, it is fair to say that the engine itself if enough to start creating the scenes on my prototype game. I have already gathered and made the mesh files that I’d need on one scene.

The choices are that either I stick with the engine implementation and get the scenes up after adding the physics, sound, AI, scripting and maybe the networking subsystem. I have began the initial phase of creating scenes, by adding console command to my core system.

The console can be brought down using the F1 button. I’ve yet to figure out what “tilde” is for OIS. The commands are binded to their static functions, and I can easily access all the other systems by simply calling their main singleton manager. I’ve also made sure that through only accessing the singleton class, there’s enough functionality to do what you need. This will come very handy when I’m binding these systems to Lua.

The image above shows some of the initial commands I have added to the scene.
The reason for console is mainly for debugging purposes. I have placed numerous exceptions catches in the code, error can then be passed through to the console rather than having the program terminate.

As for the commands themselves I have added a void pointer function which takes in a vector of strings. So calling the binded functions to a specific command will also pass the information on what has been typed in. The first element of the vector is always the original command. The rest can be parsed.

As an example below “add_mesh” has other parameters such as the name of the mesh to add, the new name and its position on the scene.

Code-wise you can check this implementation here:
https://agtengine.bountysource.com/svn/!source/5/trunk/AGTCore/Console.cpp#348
The static functions for each commands are found here:
https://agtengine.bountysource.com/svn/!source/5/trunk/AGTCore/CMD_Functions.cpp
where you can check how I have made “add_mesh” commad working with additional parameters (line 46). Current one links to version 5.

Other things that will be worked on:

  • Add command to add an basic game object. Eventually scripted template classes of objects that contain components will be available instead creating objects and adding components to them.
  • Command to add components to objects. These components are either in Lua scripts or in code, usually the fundimental components such as “mesh_component” will be done in code
  • Adding command to export scene into a file. This file will be in XML format.
  • Making first step into a playable scene. An interaction between playercharacter component object to another object; maybe a object with a trigger component, which trigger’s some sound or a GUI change.

The image below just shows an object “dog”, with a component “mesh_component” attached to it. Without that component, its obvious that you won’t see any dog, but in object storage it will be there.

Things I will be considering in the future implementations pretty much consists on making scene editor as easy as possible, by adding some GUI implementation rather than typing into the console command.

Posted in AGT, console, editor, scene, update | Leave a Comment »

SVN Changes and AGT Updates

Posted by ronenix on February 2, 2008

Update for AGT Game Engine, since there hasn’t been an official post on this page about it, since the end of last year.
A couple of changes. One of them is that there is now a change in the SVN hoster. As far as I know and my experience with it lately Bountersource is providing good SVN hosting and also tracking and page hosting availability for free. Therefore there will be a new link to the SVN with new revisions although this revision will start from the last revision of the previous SVN address. That SVN will be available, and I hope google keeps it up.

The reason for the change was due mainly to the fact that I was running out of available space given by Google. I experienced this already and I don’t want to go further with this. Also with the dynamic site building Bountysource has to offer I’ve pretty much everything I need to have a project site.
The new project page can be found here: https://agtengine.bountysource.com/
You can still visit and view the SVN section on the googlecode site: http://code.google.com/p/agtengine/

As far as the project is concerned all updates are logged up both SVNs and on the new project page.

I will try to post SVN logs here from time to time, but for now here’s the link to the old repository with all the revision logs.
http://code.google.com/p/agtengine/source/list

The SVN browser provided by bountysource is here:
http://agtengine.bountysource.com/svn/

** If link doesn’t work copy-paste this URL: https://agtengine.bountysource.com/svn/

Posted in AGT, SVN, bountysource, engine, update | Leave a Comment »