An Implementation of A Software Component-based and Rule-based Internet Game Engine

碩士 === 國立臺灣科技大學 === 電子工程系 === 88 === In a traditional game engine with polling model, the whole exhibit is concerned with drawing sprites and controlling role. To improve this problem, we propose an engine which is mixed with event-driven and looping model. We also design the role as a component, s...

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Bibliographic Details
Main Authors: Shih-chung Hu, 胡士中
Other Authors: 蔡新民
Format: Others
Language:zh-TW
Published: 2000
Online Access:http://ndltd.ncl.edu.tw/handle/12158806741753813743
Description
Summary:碩士 === 國立臺灣科技大學 === 電子工程系 === 88 === In a traditional game engine with polling model, the whole exhibit is concerned with drawing sprites and controlling role. To improve this problem, we propose an engine which is mixed with event-driven and looping model. We also design the role as a component, so there is a benefit of reuse. The modifiable rule is composed with an instruction set and stored in a database file which is accessible with ADO. The game engine we finished is made of ActiveX control, DirectX components, and COM class. Our game engine contains an Animation & Interaction Engine(AIE) and a GameWorld. The former is an out-process ActiveX class module with looping model and its primary functions are drawing sprites, collision detecting and time handling. The GameWorld is the major part of the system. It is an event-driven model which contains a GameWorld engine, a rule engine, event handlers and all role components. So, our game engine is event-driven and periodicity. Besides, for network, we use a method that needs the beginning line and the number of actions in the action table. This may reduce the overhead of communication traffic. Since we use component-based design and our game engine is mixed with event-driven model and looping model, our programs are reusable and flexible. Furthermore, the whole code is implemented by Visual Basic. It may take the convenience of Visual Basic. With our game engine, the game design is just focus on constructing the game rule, the role components, and the event handles. The most detail things such as drawing sprites and handling network may be simplified. According to these methodologies, we may anticipate that the productivity is increased and the debugging cost is reduced.