Faith-Engine
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“Faith” engine specification
Implementations:

> Stage 1 – The Setting:
   o Basic scene setup with Ogre.
   o Basic physic world implementation for gravity with PhysX (NxOgre).
   o Mesh entry system, according to game specification. 
   o Lights entry system.
   o Pre-input system (keyboard and mouse).
   o Camera and viewpoint entry.
   o Animation engine including animation blending.

> Stage 2 – The Game Engine part 1:
   o Creating position system on scene (255, 255, 5).
   o Creating object entry on fixed scene:
      * Every object has 3d position (x, y, z).
      * Object can (not must) have mesh.
      * Object must have deep (z) size (max 5).
      * Object has to determine if player will collision with it or not. If not the PhysX will ignore the object.
      * Object can have animations. Looped or run by trigger.
      * Object CAN NOT move. Moveable object will be called “Items” and won’t have fixed position like objects.
   o Displaying bitmap on plane in BG.
   o Creating player entry:
      * Player move with not fixed position (not on grid).
      * Tracking the player on fixed grid (x, y, z), so we know if he for example stand on trigger.
      * Player equipment (weapons, armor, etc.).
      * Player data (HP, Mana, Stamina, etc.).
      * Status (poisoned, slow falling, at jump(!) ,etc.).
      * Player mash entry.
      * Player animation.
      * Movement data (how fast can he run, how long and far jump, etc.).
      * Can move in deep only on 2, 3 and 4 layer. 1 and 5 are only for objects.

> Stage 3 – The Game Engine part 2:
   o Creating Triggers system, based on trippers system:
      * Position (x, y ,z).
      * What (player, NPC, item).
      * Condition (HP = 50%, Dead, Poisoned, etc.).
      * On (player, NPC, object).
      * Action (play animation, kill, damage, heal).
      * Active/Inactive.
   o Creating NPC:
      * Dialogs(?)
      * Some actions(?)
      * Animations.
   o Creating Enemies:
      * Based on NPCs.
      * Stats (HP, Mana).
      * (data based on battle system).

> Stage 4 – The Game Engine part 3:
   o Battle system(s):
      * (?)
   o Traps system:
      * Special reactivated triggers.
      * Die animation on PhysX’s collisions with player.

> Stage 5 – The Engine finalizing:
   o Maps load from file (headers design in future).
   o Implementing some kind of open source GUI (QuickGUI, MyGUI, CEGUI).
   o Building GUI:
      * Designing Manu.
      * Designing HUD (if any).
      * Designing Skills trees
      * Etc.
   o Designing keyboard controls.

> Stage 6 – Building The Game:
   o Create map designing software along with basic object, traps, enemies.
   o Designing map file format (headers) and implementing it to the engine.
   o Build levels.
   o Test for bugs.
   o Release.

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