Sep 28

I thought I’d make a few posts about the tech behind Tap-Fu. Tap-Fu was the fist game released with our game engine (Donkey Tech 1) that has been in development for several years already. The engine boasts a long feature list with a lot of cool stuff:

  • Fully customizable editor written in wxWidgets
  • Extensive Visual scripting system featuring lazy updates
  • Asset packaging system
  • Fully integrated and flexible GUI system
  • OpenGL, OpenAL, and SDL support
  • Flexible file format support for WAV, OBJ, 3DS, PNG, PVR as well as many optimized (and proprietary) formats.
  • Hot loading with all resources.
  • Sprite and Bone (GPU skinning) animation systems
  • Streaming audio sound effects with OpenAL. Streaming music system with Audio Queues or SDL
  • Streams both ASCII and Obfuscated Binary file formats for reading and writing level data. Save anywhere is fully supported.
  • Built in networking for multiplayer games over UDP. Full network serialization. (WIP)
  • Brush/BSP based level design (WIP)
  • Integrated profiling tools
  • Pluggable Renderer. Deferred shading renderer on Mac and PC enables hundreds of dynamic lights. Shadow map support
  • Hardware Shader Support. Normal mapping, Parallax mapping, etc.
  • Modern C++ programming methodology.
  • Supported platforms include Mac OS X, Windows, and iPhone
  • Very flexible particle system
  • Multithreading support including lock free container classes.
  • Unit testing framework
  • The DT1 editor

    The DT1 editor

    Using this technology, the Prototypes for both Tap-Fu, Relativity, and a few unannounced titles only took a couple of hours. This includes a full menu system, a customized level editor, save/load and a whole bunch of other features.

    Stay tuned for a few posts about some of these specific areas. There’s some neat lessons to be learned.

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