Sep
25
Scripting
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Pretty well any major game needs some sort of scripting ability. You may be able to get by without it in some very simple games, but even, say, a classic shoot-em-up could benefit. Think, for instance, of scripted boss battles. You may well disagree, and that’s fine, but I’m going to leave it at that.
Sep
12
Introducing Bayts
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The code base for any given modern video game is a huge, complicated beast. There are countless code paths, and many actions are deferred, so the code that acts on a piece of data may well be far removed, both in space and time, from the code which created the data.
So, we’re not going to be creating a game engine, at least not today. Instead, I decided to start with something smaller, and simpler, upon which we can more easily add new features, the sorts of features that a modern game engine will need.
With that, I’d like to introduce you to Bayts, an implementation of flocking behavior. The name was suggested as a joke by my good friend Matthew. A joke it may have been, but it stuck.