Wartbed:Rendering Engine Structures

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{{parent|Data structures}}  
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{{ambox|type=content|text=This information may be conflicting with that set out in [[WARTBED/Design# Model-View-Controller|The MVC part of the design document]]}}
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Data structures pertaining to the graphics (presentation, rendering) system of WARTHOG.  
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{{parent|WARTBED/Data structures}}  
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Data structures pertaining to the graphics (presentation, rendering) system of WARTBED.  
==Terrain==
==Terrain==

Current revision as of 22:42, 22 February 2009


The parent for this article is WARTBED/Data structures

Data structures pertaining to the graphics (presentation, rendering) system of WARTBED.

Contents

Terrain

WARTBED should be capable of handling both model-based (f.i. Dark Omen) and heightmap-based (f.i. Myth) terrains.

namespace wartbed
{
    namespace ogre
    {
        class Terrain
        {
        };

        class HeightMapTerrain : public Terrain
        {
        };

        class ModelTerrain : public Terrain
        {
        };
    }
}

Example data files

blah blah

Units

WARTBED should be capable of handling both sprite-based (Dark Omen and Myth) regiments and model-based ones. Further, regiments should be able to handle mixed-type units, enabling simultaneous use of sprites and models in the same regiment (allowing for gradual replacement of sprites etc).

namespace wartbed
{
    namespace ogre
    {
        class Unit // unit of the rendering engine 
        {
            wartbed::Unit *pUnit; // the game engine unit
        };

        class SpriteUnit : public Unit
        {
        };

        class ModelUnit : public Unit
        {
        };
    }
}

Example data files

blah blah

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