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35
slides.tex
35
slides.tex
@ -13,6 +13,9 @@
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%\usepackage{xcolor}
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%\definecolor{codecolor}{HTML}{FFC300}
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\usepackage[super]{nth}
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\usepackage{csquotes}
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\title{VEGO-Engine}
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\subtitle{A student project}
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\author{Benedikt, Nicole}
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@ -39,7 +42,7 @@
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\subsection{The project}
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\begin{frame}{The assigment}
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\begin{itemize}
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\item "Development of a fantasy game console" (similar to Pico8)
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\item \enquote{Development of a fantasy game console} (similar to Pico8)
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\item For simple Arcade like games (think Pong/Space Invaders)
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\item Goal was to teach how to manage and program within a larger project
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\end{itemize}
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@ -47,22 +50,22 @@
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\begin{frame}{Our interpretation and goals}
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\begin{itemize}
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\item Started out with a Minigame
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\item Realized we can split it into "Engine" and "Game Specific" Content
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\item Realized we can split it into \enquote{Engine} and \enquote{Game Specific} Content
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\end{itemize}
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\Rightarrow We could then build on what we have while simultaneously having an implementation using the engine
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Smart right :D ?...
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Smart right :D ?\dots
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\end{frame}
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\begin{frame}
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What awaited us was about the equivalent of trying to neatly sort single spaghetti strands next to each other after
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it has previously been generously mixed with some *juicy* pasta sauce.
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In other words, quite a messy endeavor...
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In other words, quite a messy endeavor\dots
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\end{frame}
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\begin{frame}{Roadmap}
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3st Semester - learning SDL
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\nth{3} Semester - learning SDL
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4th/5th Semester - making the engine
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\nth{4} and \nth{5} Semester - making the engine
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\end{frame}
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\section{Learnings}
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@ -86,6 +89,8 @@ Hate
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\item git-modules - do not bloat contributions
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}
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\subsection{ECS}
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% ECS slides, split into 3 sections
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\begin{frame}[allowframebreaks, fragile]{We made an ECS}
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Why an ECS - Entity Component System?
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\begin{itemize}
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@ -98,7 +103,7 @@ Why an ECS - Entity Component System?
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\note[itemize]{
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\item Reusable code mainly on engine side, but also applies to game dev components
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\item plug and play mostly an advantage for game dev - i.e. "I want physics, here are physics"
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\item \say{video series} - tease issue of abruptly ending
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\item \enquote{video series} - tease issue of abruptly ending
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\item Components usually only have data, and are querried by the system (hence ecS)
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\item System part used for rendering
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}
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@ -149,6 +154,8 @@ projectile.addComponent<ColliderComponent>(0.6f);
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\end{minted}
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\end{frame}
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\note{mention: this ease of use is our goal}
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\subsection{Memory Management}
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\begin{frame}[allowframebreaks, fragile]{Memory Management}
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\begin{minted}[linenos,autogobble]{c++}
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class Manager
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@ -167,12 +174,20 @@ private:
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\end{minted}
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\framebreak
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Does that solve memory management? Not quite:
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\begin{itemize}
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\item Missing separation of concern - manager also propagates update call
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\item What if I want to "save" existing entities
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\item Everything is an entity
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\item Does not allow "saving" existing entities
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\end{itemize}
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Architectural issues like this are hard to solve this late in development
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However it does solve memory management\footnote{For \texttt{Entity} classes only, there are some leaks due to bad usage of the \texttt{SDL\_mixer} library}
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\end{frame}
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\note[itemize]{
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\item \enquote{Perfect example of why our ECS is not ideal}
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\item scene management - would replace manager - however manager is too widely used - break API consistency
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\item classic example of good on surface level only for a beginner; transition to more such examples
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}
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\end{frame}
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%code example
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