While we're at it, why not build a separate layer upon the RRSSE? Or, perhaps, an abstract secondary layer that could be used either on the RRSSE's 2D engine, or some other similar 3D engine...? Ehh, maybe not that second option. But a separate layer would be very helpful! I was thinking about what made Game Maker so helpful, and noticed a big part was collision detecting. However, it gets very ugly in Game Maker: The engine itself checks all around an object to determine if there is a collision, but it only returns a boolean value. The scripter must then determine the direction of the collision. This means the complicated data is simplified to the scripter, who must use the simple result to find the complicated data all over again. Meh, it was good in theory, but perhaps if Game Maker provided a few more functions for collision detecting, it would be better off.
Our "Game Engine Layer Located Above The Initial Nitty-gritty," or GELLATIN if you will, must allow for single-directional collision detecting (of the four), or a combination thereof. For example, a bullet fired in Space Invaders would only require collision detecting in the negative Y direction, but the player's ship would require it for 3 directions (if the aliens touch from the top, left, or right). Game engines should not be performing superfluous collision detecting! The game code needs to have direct access to the engine to control this. Games ported from Game Maker to GELLATIN+RRSSE will be blazing. 8-)
Saturday, December 1, 2007
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