What's Deeplayer3D? Where's the FAQ? I have a suggestion... How do I make a game?

I’s all explained at ...

As for making a game, sorry; work on the engine has barely just got started, as of this writing; check back with us in a few months.

Contributing

Architecture

There’s many ways to visualize a software architecture: Class hierarchies, flow charts, data flow charts, chain of command, individual packages, threads, header inclusion graphs ... Not to mention how the sources are arranged in the directory tree.
Not one categorization is more “general” or useful than another. Let us, then, begin with categories that contain fewer items (threads) and end with the one containing the most items (folder tree):

Threads (and other executables)

About using threads: What? Why? How? How exactly? Why so many? (a must-read for developers)

Threads:

The Devil is in the Tools...

  • Material.exe Material designer/viewer/organizer: Materials in Deeplayer 3D have dimensions...
  • Model.exe Model viewer/organizer: Models in Deeplayer 3D have dimensions...
  • Modelprep.exe Mesh and materials processor (fixes mesh, adds tangents and lightmaps, etc.)
  • GUIMaker.exe Makes game GUI screens and overlays.
  • GameMaker.exe Make a game by answering questions –well, at least it’ll get’ya started... ;-)
  • DemoXX.exe Demos are more than just demos; they help consolidate engine features, and drive development.
  • Install.exe *nix/Windows installer/updater (just a console app for now, using SVN)

Dynamic library targets (.DLL/.SO)

About using dynamic libraries: What? Why? How? How exactly? Why so many? (a must-read for developers)

.DLL/.SO:

Plugin's

  • time Counts game-time by subscribing to customizable triggers.
  • trip Controls wormhole/auto/FTL animations, monitors conditions.
  • NPCspawner Controls creation of npc units.
  • Flight Control Sets the available flight control functions.

Packages

About packages: What? Why? How? How exactly? Why so many? (a must-read for developers)

Header-only template libraries and packages

  • dark_ptr<>: Like auto_ptr<> but can be placed in containers
  • prefetch: Iterators that race ahead of the working iterator, prefetching stuff to cache
  • findshare: Handle that guarantees uniqueness of shared objects and manages deallocation.
  • DBC++: Design By Contract (Eiffel-inspired) –require, ensure, invariant, implies ...
  • boost: You know boost ...

Thread-safe packages used from more than one thread

Thread-specific packages

See Threads above

Third-party library wrappers

And the Real McCoy: Deeplayer3D's core packages

Directory structure of the sources

About directory structure: What? Why? How? How exactly? Why so many folders? (a must-read for developers)

How about I just start putting the folders together into the wiki?

  • root —Here we go...
 
deep/engine.txt · Last modified: 2006/10/09 05:54 by chuck_starchaser