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Diffstat (limited to 'research.tex')
-rw-r--r-- | research.tex | 60 |
1 files changed, 57 insertions, 3 deletions
diff --git a/research.tex b/research.tex index 16dcef4..00b006d 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} @@ -207,13 +207,23 @@ for audio some options could be: FMOD, Wwise, or iirKlang % should audio research be scoped down to SDL2 (if that's what we're going with) or % standalone libraries only (for modularity?). +\section{Physics} + +\subsection{Introduction} + +\subsection{Findings} + +\subsection{Conclusion} + +\section{Scripting} + \subsection{Introduction} \subsection{Findings} \subsection{Conclusion} -\section{Physics/scripting} +\section{Audio} \subsection{Introduction} @@ -225,8 +235,52 @@ for audio some options could be: FMOD, Wwise, or iirKlang \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} + +\subsection{Findings} + +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. + +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 + +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 + \subsection{Conclusion} \end{document} |