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A DataDriven Game Object System Scott Bilas(斯科特Bilas DataDriven游戏对象系统)
A Data-Driven
Game Object System
GDC 2002
Scott Bilas
Gas Powered Games
Introduction
Me
– Scott Bilas
– Background
You
– System architect types
– Tired of fighting with statically typed systems for game code
The Test Subject
– Dungeon Siege
– 7300 unique object types (i.e. can be placed in the editor)
– 100000 objects placed in our two maps
– Continuous world means anything can load at any time
Cell Phones?
Definitions
Data-Driven
– Meaning: “No engineer required”
– Engineers are slow
– Causes designers to hack around missing
functionality
– Goal: remove C/C++ from game
– Line between engine and content is always moving
Definitions (Cont.)
Game Object (Go)
– Piece of logical interactive content
– Perform tasks like rendering, path finding, path
following, speaking, animating, persisting
– Examples are trees, bushes, monsters, levers,
waypoint markers, doors, heroes, inventory items
– Many are “pure logic”, never see them (triggers,
elevator movers, camera sequences)
– Every game has these in some form
Definitions (Cont.)
Game Object System
– Constructs and manages Go‟s
– Maps ID‟s to object pointers
– Routes messages
– Build from many things, but for this talk
GoDb: Go database
ContentDb: Static content database
– Every game has this in some form
Example Class Tree
Vintage
Object
Missile Spaceship Explosion
Asteroid
FriendFoe- HeatSeeking-
Missile Missile
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