GSoC Engine resource abstraction: Difference between revisions

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== GSoC idea: Engine level abstraction of resources ==
= GSoC idea: Engine level abstraction of resources =


== Why ==
== Why ==
So game designers can reuse engine resource system and avoid all weird behaviours caused by the hardcoded assumptions all over the place.
Current hardcoded resource system generates defects and can produce effects which are hard to workaround for game designers which aren't willing to use it.


== Background ==
== What ==
The Spring engine has it's roots in being a Total Annihilation clone; even if such intent has been dropped since quite some time, the TA resource system is largely present in the codebase being hardcoded in a lot of critical places.
The old system needs to be replaced, the new one should be flexible enough to reproduce everything that the old system did and be able to imitate the behaviour of most common RTS game titles.


The old system needs to be replaced, the new one should be enough flexible to reproduce everything that the old system did and be able to imitate the behaviour of most common RTS game titles.
The engine's Lua API to fetch resources will have to be adapted to the new system and new calls will have to be added to modify its state.
 
The engine's Lua API to fetch resources will have to be adapted to the new system, and new calls will have to be added to edit it.  


== Required skills ==
== Required skills ==
* C++
* Knowledge of C++
* Lua
* Knowledge of Lua/C API bindings
* OpenGL skills to adapt the engine gui ( optional )


== Difficulty ==
== Difficulty ==
Estimated: medium
Estimated: medium to hard
 
* The new system should completely superseed current
* sync check should be adapted to hash the new resource system
* hardcoded assumptions such as cost-based targeting should be removed completely


== Possible Mentor(s) ==
== Technical details ==


[http://www.example.com FORUMLINK]
* The new system should completely supersede the current
* Sync check should be adapted to hash the new resource system
* Hardcoded assumptions such as cost-based targeting should be removed completely and replaced with something better


[[Google_Summer_of_Code_2010]]
[[Category:GSoC]]

Latest revision as of 18:54, 2 March 2012

GSoC idea: Engine level abstraction of resources

Why

Current hardcoded resource system generates defects and can produce effects which are hard to workaround for game designers which aren't willing to use it.

What

The old system needs to be replaced, the new one should be flexible enough to reproduce everything that the old system did and be able to imitate the behaviour of most common RTS game titles.

The engine's Lua API to fetch resources will have to be adapted to the new system and new calls will have to be added to modify its state.

Required skills

  • Knowledge of C++
  • Knowledge of Lua/C API bindings

Difficulty

Estimated: medium to hard

Technical details

  • The new system should completely supersede the current
  • Sync check should be adapted to hash the new resource system
  • Hardcoded assumptions such as cost-based targeting should be removed completely and replaced with something better