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# What Is Awperative?
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Awperative is a passion fueled **Game Development Platform**; created by me, **Avery Norris**. With the goal of low level, customizable and event driven game design.
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It is completely **free** and **open source** and modifying it is actually encouraged!
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Awperative could also be considered a Game Library but the definition is rather loose.
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I prefer to narcissistically use the term **Game Framework**. Due to the alternate nature of Awperative compared
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to most Game Development Tools.
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## Principles
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Instead of offering specific "Technology" or "Tools" Awperative's goal is to provide a platform
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and system rather than the content itself. My initial efforts have gone into purging as
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much **"Development Bias"** from Awperative as possible.
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[**Unity**](https://unity.com/) has a very good example of this bias. If you have worked in Unity **2D** you are
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almost certainly familiar with the fact that all *Vectors* for 2D Game Objects, are actually **3D** despite
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the 2D environment. This is becuase Unity was built as a 3D Game Engine. When they went
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to make 2D they chose to bandaid this solution by pretending the Z axis did not exist.
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In other words, what I call "Developmental Bias" is when Development Tools implement ideas with specific
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assumptions or panderings to a certain type of Game; It is not detrimental to development. However it can certainly muddy the waters.
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Modern Game engines have hundreds if not thousands of small bias' plaguing their **Renderers**, **Physics**, **Lighting**, etc. While
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Awperative does not claim to be a 100% bias
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free system. I believe it is quite close, and certainly more effective than any Game Engine by many
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many times.
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## Design
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So then how does one purge bias from a **System**? I would say there's two schools
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of thought.
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1. Make a system that works in any circumstance imaginable.
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2. Allow people to modify the framework such that they can make it do anything.
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If it's not immediately clear, one of these goals is very unrealistic. To explain why let's imagine
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we are building a different Game Engine, and we would like to provide developers with a Player Movement
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system, the system should work with any player provided transformation struct (Which should generally hold things such as position, rotation etc.).
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### Idea 1
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Following our previous rule of bias elimination, we should make it work in as many environments as possible; For the sake of this
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example we will pretend the only factor that can change how transform works in the world. For instance 2d or 3d, Quaternions or Euler Angles, etc.
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Making a player controller that could work from 0-∞ dimensions is nothing short of computer magic.
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And even if we did find a way to make that, we are still restricted to one type. Because our goal is to be able to use structs provided by developers.
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Lest we modify the source code, our only option is to implement an interface or abstract class so that we can actually use the transformation struct.
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Even if we get past all of these problems, making a system that works for every design philosiphy is still impossible. You can only build systems with so much foresight. We
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can't make a system that uses Quaternions AND Euler Angles without manually coding them both in. Our availablility and customization relies solely on what our foresight predicted.
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We have no way of knowing if someone will ever make another Quaternion type of Angle. If they do and want to
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use those. Our library cannot magically support it unfortunately.
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### Idea 2
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That leaves us with one other option, which is the idea of modification. In Awperatives case I like
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to call this "Modulation". Since Awperative is already nearly unbiased you *rarely* need to remove
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specific old features.
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Think of it as modding a video game. The end goal of Awperative is to provide a very special kind of
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asset store; where even Transformation profiles are something you get or make outside
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of Awperative.
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Imagine creating a new project and being prompted with a list of modules you can import.
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Say "Johns Transformation Matrix", and then "Jasons Collision System", which uses Johns Matrix as a
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dependency. I'd love to eventually see a module based philosophy like this become mainstream, even if not within Awperative.
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## Purpose
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So if most of the Game-Related features you would expect from a Game Development Tool is
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something meant to be built on it's own, what is Awperative ***actually***?
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Well I'm glad you asked. The purpose of this documentation is to be discussing what I have been calling "Awperative",
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but I also like the call it the Awperative **"Kernel"**. The Kernel's unique strength comes from two
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core design principles
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- **Generalization**
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- **Reduction and Modulation**
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### Generalization
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Starting with Generalization; I've worked very hard to reduce redundancy and speficifcation in
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some scenarios. A good example of Generalizaiton is **Doors** and **Windows**. To us humans they are
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different things, but in General, they are both just passages that open.
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Awperative takes a doors and windows approach with multiple core systems; Most times we can generalize this scenario by
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having both doors and windows inherit an interface called something along the lines of "ThingsThatOpen". The same can
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be done with abstract classes and sometimes even better, we can compress both systems into one class, for instance bowls and cups can be
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combined into one joined **receptical** class.
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### Reduction And Modulation
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While filled with much lamer examples, I would say reduction is much more important to what makes Awperative special. Reduction is the affirmentioned process of simplifying what Awperative handles,
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when you purge Development Bias, that is Reduction, since it is reducing what is in the way.
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Modulation is almost the opposite of reduction, the process of turning some specific element
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or system into a deployable feature. For instance, if you make a sick Json Loading System, a good
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Game Framework should make it easy to share it for other projects.
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A good module should always work unless nefarious modules do not
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play nice with one another.
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