Positive thinking is a good-to-have when starting something =)
Let’s talk a bit about our application before we create it - let’s make some planning! We will think of our application at least as of well-designed one. So what is the application architecture? Not just a game, but any application? It’s the way developer split its parts, divided classes, modules, variables, entities and other pieces of application, packing them into separate units and defining how they will interact. So that any new improvement or change to the application does not make one feel sick at the task definition stage.
But how about a game? What the good architecture of a game looks like? Do we need to separate one 3D models from
others? Or does that means writing each quest in a separate
*.cpp file? No-no-no. That means we should create
such an application, so that any new quest, model or even a text change will not require us to re-compile the
damn bunch of code for hours or look for a places, where that particular model or text is used and changing
it everywhere in the source code.
I assume our game to have a stable, rarely changed core, a set of assets (models, textures, sounds - any content, made by artists and used to be presented to the player) and a bunch of scripts, defining all the logic of a game - how character looks like, how the menus are shown and how they react to player’s actions, how objects in the game world behave and how that world looks like and all the stuff. The main criteria here are:
- scripts and assets may be changed at any time
- scripts and assets define the whole game
- none of the changes to scripts or assets force us to re-compile game core
Basically, we can make the core so flexible, we may use it in any game. Or we may want to create a GUI editor to create scripts in more handy way. But that requires much more work. And there is never a limit to make something better. So currently we will not advance that much.
We will use Irrlicht engine because of its simplicity. And it satisfies all our needs - it does not need much content preparation; it provides GUI; extending it with IrrKlang will give us very simple interface to sound and music playback.
Newton Game Dynamics engine we will use to physics simulate. It is easy to use and sooo powerful - you would be impressed!
The last, not the least, we will use Lua scripting language to write scripts. Lua is a lightweight programming language and perfectly suits that goal.
One of the most beautiful parts of this tutorial, will be the part on making of assets. We will use Blender 3D to create a couple of 3D models.
I also found CMake kind of user-friendly. It is not that handy as any of dependency managers for all
those languages, supporting them (
go get for Go,
RubyGems for Ruby,
for Clojure and many others). Yet it makes your project to be a little more portable, helps to handle your
dependencies, totally eliminates the need of all those How to configure VisualStudio for OGRE tutorials.
Just try it!
Remember all the three rules for our architecture. And keeping them in mind, let’s get to some coding already!