Changes between Version 8 and Version 9 of ManualPage


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Timestamp:
09/27/07 20:45:24 (17 years ago)
Author:
art
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  • ManualPage

    v8 v9  
    1010 * ["ScriptSystem"] helps you to understand the scripting facilities of the engine 
    1111  
    12 == Getting started == 
    13  
    14 A following code snippet shows you how to start working with the engine. It will initialize the engine singleton and setup basic logging capabilities.  
    15  
    16 {{{ 
    17 #include <nrEngine/nrEngine.h> 
    18  
    19 void main() 
    20 { 
    21     // initialize logging 
    22     Engine::instance()->initializeLog("log/"); 
    23     Engine::sLog()->setLevel(Log::LL_WARNING); 
    24  
    25     // initialize essential parts of the engine 
    26     Engine::instance()->initializeEngine(); 
    27  
    28  
    29     .... 
    30  
    31  
    32     // release the engine and free memory 
    33     Engine::release(); 
    34 } 
    35 }}} 
    36  
    37 Note: You do not have to initialize logging at all. However this helps to determine errors and to debug the engine integration into your application. I would suggest to enable logging during the development of your software (e.g. with level=LL_DEBUG) and to disable it in the release version. 
    38    
    39  
    40 == How to use Kernel/Task subsystem == 
    41  
    42 Most of the games has got a main-loop. During the execution of one cycle of the loop a game engine has to perfrom a lot of tasks, e.g. checking user input, rendering, physic update and so on. [[BR]]  
    43 nrEngine's Kernel/Task subsystems provides a simple but powerfull interface to manage the main loop. The engine does contains a '''Kernel''' which runs in the background of the engine. A '''Task''' can be bound to the kernel, so that it gets updated every cycle. A task can be any user derived class which has to perform repetitive jobs, e.g. check for user input or stream data from the disk. [[BR]] 
    44 Moreover a task can get a specific order number or it can depend on another task. Hence the engine does provide a simple graph based task execution system. The functionality of the nrEngine's kernel is similar to the operating system's one, but in a very simple form. [[BR]] 
    45 And finally a task can be shifted to a thread, so that it executes in parallel to the main application. 
    46  
    47 The following code show you how to use the engine's kernel subsystem for a simple managment of tasks in your application/game: 
    48 {{{ 
    49 #include <nrEngine/nrEngine.h> 
    50  
    51 using namespace nrEngine; 
    52  
    53 //! This is a simpel task performing sound output 
    54 class SoundTask :  public ITask 
    55 {        
    56 public:  
    57    
    58         SoundTask(); 
    59         ~SoundTask(); 
    60  
    61         //! This method will be called when the task stops                               
    62         Result stopTask();       
    63          
    64         //! Task was added to the kernel, so initilize it 
    65         Result onAddTask(); 
    66          
    67         //! This is called every cycle, so that SoundTask can react on it 
    68         Result updateTask(); 
    69  
    70         ... 
    71 }; 
    72  
    73 void main() 
    74 { 
    75         // Initialize engine 
    76         ... 
    77  
    78  
    79         // Add the sound task to the kernel with a low order number 
    80         Engine::sKernel()->AddTask(new SoundTask(), ORDER_LOW); 
    81  
    82         // Executes engine's kernel, hence execute all tasks which are in the kernel 
    83         // The function returns if there are no more tasks in the kernel (i.e. if all tasks stops) 
    84         Engine::sKernel()->Execute(); 
    85 } 
    86 }}}   
    87  
    8812 
    8913== Script or not to script ==