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__NOTOC__
 
__NOTOC__
='''Welcome to the Griffin Engine documentation wiki'''=
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=Griffin Engine=
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The Griffin Engine is a 2D/3D hybrid game engine developed for the [https://classes.soe.ucsc.edu/cmps164/Spring09/ 2009 CMPS-164 class at UCSC]. It offers the ability to use a height map to generate 3D terrain. It also features the option of using either 3D OBJ models or 2D bill-boarded sprite actors. Here are some of the core features which the Griffin Engine provides:
  
As of Spring 2009 quarter, the Griffin Engine is being developed by a [[Primary Contributors|team]] of 7 students for ''CS 164: Game Engines'' course at [[Wikipedia:University of California, Santa Cruz|UCSC]].
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* Game scenes created with a scene graph.
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* Height map support for easy 3D terrain generation.
 +
* Simple physics.
 +
* Simple particle systems.
 +
* Simplified texture mapping.
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* Support for a wide range of textures.
 +
* A wide range of keyboard, timer and mouse event support.
 +
* Quick First person or top down cameras.
 +
* Collision detection.
 +
* Support for 3D OBJ files.
 +
* Support for 2D bill-boarded actors which automatically face the camera.
 +
* Easy sound, text, and HUD creation.
  
 +
The terrain generated with the Griffin Engine is 3D, but this is overall a 2D/3D hybrid engine.  All physics and positioning support is built with only 2D movement in mind.  Specifically, most objects are located on a 2D axis, but they also contain an additional value which represents their height.  This means that simple 3D height differences are possible, but the engine does not enjoy full support for collision detection and physics in 3D.
  
== Update Information ==
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Simplified texture mapping supports most of the popular formats.  In addition, the Griffin Engine has a robust event system, which offers not only keyboard and mouse support, but support for events triggered by clicks, drags, releases, mouse-overs and time. Text support is also included to make adding text and HUD’s simple. The Griffin Engine also makes use of a height-map, which can be used to easily create 3D terrain or mazes.  
* '''[[May 30 patch]]''' includes minor bugfixes, additions to HUD and mouse, a new geCircle class, and updated example code in main(). — [[User:Mstefaro|Mstefaro]] 11:06, 31 May 2009 (UTC)
 
* '''[[May 31 patch]]''' includes bugfixes and cleanup in HUD and input classes, and slight syntax modifications in geTimer and resource classes. — [[User:Mstefaro|Mstefaro]] 11:21, 1 June 2009 (UTC)
 
* '''June 1 documentation update''': [[:Category:HUD|HUD]] category is added to the wiki. [[geKeyboard]], [[geMouse]], [[geResourceManager]], [[geTimer]], [[geAnimation]], [[geSound]] are updated to reflect recent changes. — [[User:Mstefaro|Mstefaro]] 11:21, 1 June 2009 (UTC)
 
* '''[[June 2 patch]]''' (hopefully LAST ONE) includes bugfixes, ability to change fog settings, purging of old unused code, and a lot of new demo code.
 
* '''June 3 documentation update''': Added inter-category navigation boxes to all classes, and brought many pages up-to-date.
 
  
{| style="width:100%"
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For the detailed mind, here is a picture showing the breakdown of the different sections of our engine.  You can learn about the different sections on the wiki.  Of course, once you have the source files, it’s just a matter of including <code>griffinEngine.h</code> to use the engine.
|-
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<center>[[File:GeOverview.jpg]]</center>
  
| style="width:50%;vertical-align:top" |
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See also: [[Distributing your game]]
==For Game Designers==
 
* [[Features]]
 
* '''[[:Category:API|API Reference]]'''
 
** [[:Category:Core|Core]]
 
** [[:Category:Events|Events]]
 
** [[:Category:Global|Global]]
 
** [[:Category:Graphics|Graphics]]
 
** [[:Category:HUD|HUD]]
 
** [[:Category:Physics|Physics]]
 
** [[:Category:Resources|Resources]]
 
* [[Distributing your game]]
 
* [http://ge.matvei.org/w/index.php?title=Talk:Features&action=edit&section=new Request a feature or make a suggestion]
 
  
| style="width:50%;vertical-align:top" |
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==API Reference==
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<center>
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{{global}}
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{{res}}
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{{graph}}
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{{events}}
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{{hud}}
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{{physics}}
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</center>
  
==For Engine Developers==
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==Version history==
* [http://www.mediawiki.org/wiki/Help:Contents Wiki editing help]
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* [[June 2 patch]]
* [[API Template]]
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* [[May 31 patch]]
* [http://gforge.soe.ucsc.edu/gf/project/griffinengine/ gForge Project page]
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* [[May 30 patch]]
* [[Special:LonelyPages|List of unreachable pages]]
 
* [[Special:WantedPages|List of dead links]]
 
* [http://freeworld.thc.org/root/phun/unmaintain.html?repost=forPosterity Guide: How To Write Unmaintainable Code]
 
  
|}
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==Authors==
 
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Griffin Engine was developed by:
----
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* Adrien Young
 
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* Andy Brozek
 
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* Corey Brennan
[[Image:Cant_sleep.png]]
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* Chris Ward
 +
* Eric Osugi
 +
* Matvei Stefarov
 +
* David Seagal

Latest revision as of 08:05, 19 November 2017

Griffin Engine

The Griffin Engine is a 2D/3D hybrid game engine developed for the 2009 CMPS-164 class at UCSC. It offers the ability to use a height map to generate 3D terrain. It also features the option of using either 3D OBJ models or 2D bill-boarded sprite actors. Here are some of the core features which the Griffin Engine provides:

  • Game scenes created with a scene graph.
  • Height map support for easy 3D terrain generation.
  • Simple physics.
  • Simple particle systems.
  • Simplified texture mapping.
  • Support for a wide range of textures.
  • A wide range of keyboard, timer and mouse event support.
  • Quick First person or top down cameras.
  • Collision detection.
  • Support for 3D OBJ files.
  • Support for 2D bill-boarded actors which automatically face the camera.
  • Easy sound, text, and HUD creation.

The terrain generated with the Griffin Engine is 3D, but this is overall a 2D/3D hybrid engine. All physics and positioning support is built with only 2D movement in mind. Specifically, most objects are located on a 2D axis, but they also contain an additional value which represents their height. This means that simple 3D height differences are possible, but the engine does not enjoy full support for collision detection and physics in 3D.

Simplified texture mapping supports most of the popular formats. In addition, the Griffin Engine has a robust event system, which offers not only keyboard and mouse support, but support for events triggered by clicks, drags, releases, mouse-overs and time. Text support is also included to make adding text and HUD’s simple. The Griffin Engine also makes use of a height-map, which can be used to easily create 3D terrain or mazes.

For the detailed mind, here is a picture showing the breakdown of the different sections of our engine. You can learn about the different sections on the wiki. Of course, once you have the source files, it’s just a matter of including griffinEngine.h to use the engine.

GeOverview.jpg

See also: Distributing your game

API Reference

Version history

Authors

Griffin Engine was developed by:

  • Adrien Young
  • Andy Brozek
  • Corey Brennan
  • Chris Ward
  • Eric Osugi
  • Matvei Stefarov
  • David Seagal