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-rw-r--r--research.tex72
-rw-r--r--time.txt2
2 files changed, 63 insertions, 11 deletions
diff --git a/research.tex b/research.tex
index 8f368a1..1d44c92 100644
--- a/research.tex
+++ b/research.tex
@@ -152,7 +152,7 @@ for audio some options could be: FMOD, Wwise, or iirKlang
\subsection{Conclusion}
-\section{Gameloop/resource manager}
+\section{Resource manager}
\subsection{Introduction}
@@ -168,7 +168,7 @@ for audio some options could be: FMOD, Wwise, or iirKlang
\subsection{Conclusion}
-\section{Event manager}
+\section{Event manager/game loop}
\subsection{Introduction}
@@ -176,7 +176,7 @@ for audio some options could be: FMOD, Wwise, or iirKlang
\subsection{Conclusion}
-\section{Memory/debugging}
+\section{Profiling/debugging}
\subsection{Introduction}
@@ -184,7 +184,7 @@ for audio some options could be: FMOD, Wwise, or iirKlang
\subsection{Conclusion}
-\section{Physics/scripting}
+\section{Physics}
\subsection{Introduction}
@@ -192,21 +192,71 @@ for audio some options could be: FMOD, Wwise, or iirKlang
\subsection{Conclusion}
-\section{Conclusion}
+\section{Scripting}
+
+\subsection{Introduction}
+
+\subsection{Findings}
+
+\subsection{Conclusion}
+\section{Audio}
+
+\subsection{Introduction}
+
+\subsection{Findings}
+
+\subsection{Conclusion}
\section{Gameobjects/components}
+
+\subsection{Introduction}
+
+One of the requirements of our customer, is that the game engine's structure is
+similar to Unity. The customer has created a class diagram of the game engine's API,
+which is (of course) very similar to Unity. One of the most important parts of the
+class diagram is a so-called gameObject (with several components). It's needed to
+understand the exact meaning/function of these gameObjects, that's why this research
+question arose.
+
+\subsection{Findings}
+
+A gameObject is the most important concept in Unity. Every object in a game is a
+GameObject, from characters and collectible items to the lights, cameras and special
+effects. However, a gameObject itself can't do anything on its own. A gameObject
+needs to be given properties before it can become a character, an envirnment, or a
+special effect.
+% TODO: cite https://docs.unity3d.com/Manual/GameObjects.html
+
+\subsection{Conclusion}
+
+\section{AI}
+
\subsection{Introduction}
-One of the requirements of our customer, is that the game engine's structure is similar to Unity. The customer has created a class diagram of the game engine's API, which is (of course) very similar to Unity. One of the most important parts of the class diagram is a so-called gameObject (with several components). It's needed to understand the exact meaning/function of these gameObjects, that's why this research question arose.
+
\subsection{Findings}
-A gameObject is the most important concept in Unity. Every object in a game is a GameObject, from characters and collectible items to the lights, cameras and special effects. However, a gameObject itself can't do anything on its own. A gameObject needs to be given properties before it can become a character, an envirnment, or a special effect. https://docs.unity3d.com/Manual/GameObjects.html
-A gameObject can be seen as a container for components. Components are the properties of the gameObject. A few examples of components are sprites, animators, audioSources, and so on. Multiple (different) components can be assigned to a single gameObject (e.g. a sprite and an audioSource).
+A gameObject can be seen as a container for components. Components are the properties
+of the gameObject. A few examples of components are sprites, animators, audioSources,
+and so on. Multiple (different) components can be assigned to a single gameObject
+(e.g.~a sprite and an audioSource).
+
+Since we now know that a gameObject needs components to do something, it's obvious
+that there should be a way to add components to a gameObject. Some components
+(e.g.~the behaviorScript component) should also be able to reference to its
+gameObject.
-Since we now know that a gameObject needs components to do something, it's obvious that there should be a way to add components to a gameObject. Some components (e.g. the behaviorScript component) should also be able to reference to its gameObject.
+Each gameObject always has one transform class. The transform class describes the
+position, rotation, and scale within the scene. Some component use this information
+to e.g. scale a sprite. Other components eddit this information to e.g.~model
+gravity.
+% TODO: cite https://docs.unity3d.com/Manual/class-Transform.html
-Each gameObject always has one transform class. The transform class describes the position, rotation, and scale within the scene. Some component use this information to e.g. scale a sprite. Other components eddit this information to e.g. model gravity. https://docs.unity3d.com/Manual/class-Transform.html
+A gameObject can have one (or multiple) children gameObject(s). All children
+gameObjects, of course, also have one transform class. However, the position,
+rotation, and scale of this class, is always the same as the child's parent. A child
+can not have more than one parent.
+% TODO: cite https://docs.unity3d.com/Manual/class-Transform.html
-A gameObject can have one (or multiple) children gameObject(s). All children gameObjects, of course, also have one transform class. However, the position, rotation, and scale of this class, is always the same as the child's parent. A child can not have more than one parent. https://docs.unity3d.com/Manual/class-Transform.html
\subsection{Conclusion}
\section{Conclusion}
diff --git a/time.txt b/time.txt
index c9f5261..dd12eb5 100644
--- a/time.txt
+++ b/time.txt
@@ -44,6 +44,8 @@ wouter: 2024-09-04 1h30m researching 3rd party tools
wouter: 2024-09-05 1h30m first group meeting
wouter: 2024-09-05 20m setting up research document
wouter: 2024-09-05 1h researching game enigne
+wouter: 2024-09-06 3h researching game enigne
+wouter: 2024-09-09 2h researching SDL and SFML2
niels: 2024-09-02 1h project meeting :: project kickoff
niels: 2024-09-02 45m project meeting