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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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Awperative is a passion fueled **Game Development Platform** in **C#**; 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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[**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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the 2D environment. This is becuase Unity was originally built as a 3D Game Engine. After initial success they decided
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to make a 2D version. And when they did, rather than completely modify Unity internals, They sanely chose to bandaid this original 3D environment 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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free system. I believe it is quite close, and certainly more effective than any Game Engine by 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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So then how does one purge bias from a **System**? 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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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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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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Even if we get past all of these problems, making a system that works for every design philosophy 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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We have no way of knowing if someone will ever make another Quaternion type of Angle. And if someone happens to, and wants to
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use it in the game, our library cannot magically support it unfortunately.
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### Idea 2
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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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Starting with Generalization; I've worked very hard to reduce redundancy and specification 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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be done with abstract classes or 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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