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Article #402

Video game framework?

#402
From: Dan Zerkle
Date: Mon, 20 Jul 1992 22:20
101 lines
5493 bytes
I'm working on a project that involves writing what amount to video
games on EGA systems.

Right now, I'm about to start writing a framework for this.  That is,
I'll write all the main system, and the other programmers will
fill in the details on different kinds of games later.

The main framework will involve the expected sorts of things:  Routines
for drawing, erasing, and otherwise changing the appearance of images
on the screen; a menuing system so that users can change parameters
and so forth; templates describing the motions of the various objects;
setup routines to draw backgrounds, initialize memory and so on; input
routines to manage the mouse and keyboard; and finally and event loop
to tie the whole thing together.

It will also have to do some unexpected things:  The system we're
developing involves some specialized hardware that gets speech data
from the user.  This provides raw digitized sound, intensity
(loudness), pitch, airflow, plosive (if you don't know, don't ask),
and palatograph (you _don't_ want to know) information.  The system
will have to use some rather "interesting" routines to get input from
this device (these are already written).  I'll have to plug them in in
some reasonable way.

Also, the data coming in can be _very_ time-sensitive.  It may be
necessary to get data every 10 ms.  The system timer ticks only once
every 55 ms or so, and this might be unacceptably slow.

The other programmers will take this basic system and make real games
out of it.  This will involve providing bitmaps that describe the
appearance of all the objects that will move around the screen,
writing functions that describe how the images move in response to the
various input (one for x pos, one for y pos, and one to pick out which
of the bitmaps in this object is the correct appearance), and possibly
write functions that describe anything else interesting that that has
to happen.  Naturally, the framework needs hooks so that all of this
can be plugged in.

I'll also put together some tools to help.  I'll need something to convert
bitmaps from paint program format to something that the programs can
use (I've done this before).  I was also thinking of a "game compiler"
that would take a basic description of the game in some new language
or another, then generate code to implement it.  This would save the
other programmers a lot of work later, and keep them from modifying my
code too much....  I'm sure I'll think of other tools, as well.

Note:  sound (output) is _NOT_ a concern.  The system will be a speech
training system for deaf kids.

We're using Borland C++ 3.0, and I'm not afraid of a little assembly
language here or there.  Assembly  might be asking a little much from
the other programmers, though.  The system has VGA cards attatched,
but we're pretty much assuming that they are EGA cards (not using the
new VGA features).  Right now, the code is all 286-compatible, even
though we're using 386 and 486 machines.  We could write 386-specific
code, although it would probably be over the objections of the folks
in Japan.

So, I've got a big project ahead of me.  I've already run into a few
nasty surprises, like:

"Gee, the ANDing function of the data rotate register doesn't seem to
"do what I expect in write mode 2.  Maybe I should have used write mode
"0.  Too bad it is such a pain to use.

or:

"Gee, this screen update seems awfully slow.  Maybe we shouldn't have
"used 350x640 resolution.

So, I noticed a product from TEGL systems that's called the TEGL Games
Toolkit.  This is only for Pascal, so it won't help us.  However,
there might be other packages out there that might be a big help.
This engine is going to be a massive project, and it would be nice to
buy something to make it easier.  It would also be good to have some
package that takes care of the nasty surprises for me....

Can anyone suggest a similar package?  It would need to be able to do
things fast enough to give better time resolution that that from the
18.2 times a second timer, and it would need to allow for input from
the special hardware.  It also needs to allow for pull-down menus and
so forth, since these "games" will involve more than typical games.
It would be nice to get such a package and save ourselves months of
development time.

Any other hints would be welcome.  Recommendations of software
libraries, books, and so forth might help.  Any tricks to speed up
output to the EGA/VGA card will be read carefully.  

Basically, nobody here has much experience with video games over what
we've done here.  Don't worry about not telling use something because
it's too obvious.  Anything you think we might do, I'd be happy to
hear about.

However, anyone suggesting that we should switch to developing on an
Amiga will be shot.  I know that already.

Please e-mail to dz@stl.panasonic.com.

--
Dan Zerkle  zerkle@cs.ucdavis.edu dz@stl.panasonic.com (805) 687-0110 968-1738
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Path: arc1-ca.pugleaf.net!sparky!uunet!haven.umd.edu!purdue!bu.edu!decwrl!decwrl!ucbvax!ucdavis!toadflax!zerkle
From: zerkle@toadflax.cs.ucdavis.edu (Dan Zerkle)
Newsgroups: comp.os.msdos.programmer
Subject: Video game framework?
Message-ID: <15350@ucdavis.ucdavis.edu>
Date: 20 Jul 92 22:20:24 GMT
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Organization: Speech Technology Laboratory, Panasonic Technologies, Inc.
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