Renaissance

The high-level game framework defines all classes, states and behaviors that allow game designers and programmers to create a game. This is an extensive set of modules built on top of the core modules, most significantly the entity system. It plays 2 roles in developing a game: exposing the attributes and contents that will define the behavior of the game in human-readable and -editable form. And serving as a base for programmers to create the game specific classes that will implement design requirements.

In order to play these two roles, the Renaissance framework includes such generic game-related modules as Navigation and Pathfinding, Finite State Machines, Triggers, Waypoints, Spawners, Special Effects or Game Actions. But more specific modules are provided that cope with the specifics of a multiplayer action game: Enemy AI, Combat and Weapons, Vehicles, Doors, and so on.

These modules can be found in the Zombie code, broken down in the different areas they cover: entities, gameplay, actions, network, etc. most of which need to be customized for other, specific types of games, but represent a sample of the kinds of behaviors that it is possible to implement through the Zombie engine.

Finally, Renaissance provides developers with an application framework, required to pack it all up, and run the game as stored in the working copy, stripping all tools and auxiliary code used by the editor. It also includes such things as the handling of game menus, interface for game connections, and other such user-oriented features.

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Core EngineCore Engine

These are the low-level modules that provide the basic services used by the rest of the framework. The Zombie Engine makes use of a significant part of the core modules

Conjurer features:Conjurer features:

Conjurer features: Conjurer Editor viewportEditor grid with Snap to grid / Viewport layout Entity placing: single and multiple entity placing Entity transform: translation, rotation, scaling Entity picking and selecting Game