![]() This is how it'd approximately be in the new system:Ĭlass FuncBreakable : public BaseQuakeEntity To get what satisfies me, it'd take much more work to modify the existing system, than to make a new one from scratch. G_SpawnString( "model", 0, &self->model ) G_SpawnInt( "health", "50", &self->health ) Void SP_func_breakable( gentity_t* self ) Void func_breakable_pain( gentity_t* self, gentity_t* attacker, int damage ) Nothing wrong with the approach, depending on the scale of the game. It still does it the way Quake and Quake 2 did it, by using structs and function pointers. The engine was originally written in C, and as such, the concept of entity classes isn't achieved via classes themselves. Simply put, the engine is managing two entity systems at once. what is this? A blue dynamic light entity? No. What that actually means will be explained some other day. It's gonna be a heavily modified Quake 3 engine that shares some of its ideas and philosophy with GoldSRC and CryEngine. Since school started, I decided to start working on a little engine project for next year's Bosnian gamedev competition.
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