proton_features
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Features
- Create 2D and 3D games that run on Windows, Mac OS X, iOS, Android, and Palm WebOS in C++
- Entire engine based on GL (OpenGL ES 1.X or standard Open GL modes)
- System specifics are totally abstracted, hiding the gotchas and caveats of each platform
- Scene graph component based system that handles game and GUI objects together (they are the same thing)
- Sigslot based (with boost::signals) messaging system that lets you dynamically schedule calling entity and component functions, set variables
- Supports screen stretching to fit any screen size, manual multiple resolution layouts, or a mixture of both
- Internal component based GUI system with menus, buttons, scrolling, text input (supporting hardware and soft keyboards)
- Particle system (LinearParticle)
- Font system supporting in-line coloring, kerning, scaling, wrapping. Imports BMFont generated fonts.
- Simple to use Sound Manager with smart caching and streaming. (Supports multiple implementations: AVAudioPlayer, FMOD, Android, Audiere, SDL_mixer)
- Portrait and landscape mode support with rotation/flip
- Automatic internal handling to get around power-of-2 texture limitations
- Socket and HTTP classes, in-game file downloading
- Powerful 2D image handling with scaling, tinting, rotation, animation
- FileManager that transparently handles decompressing files when needed, supports mounting zips as filesystems
- Touch screen, accelerometer, and vibration support
- RTPack.exe command line tool intelligently handles image conversions to .rttex format, a wrapper that handles multiple formats (including .pvrct) (source included)
- Requires minimum outside dependencies for portability
- Large group of cross platform utility functions suitable for stealing if you want (Such as RemoveDirectoryRecursively, CreateDirectory Recursively, LaunchURL, etc)
- Supports premultiplied alpha, can optionally convert on load
- Separate “system” and “game” timers make pausing the game easy
- Built-in database system can serialize to/from storage
- All C++ source is “right there” making debugging easier - don't know how to use a component? Look at its source
- 3D features provided by the optional pre-integrated Irrlicht component - Proton SDK doesn't use any of its window setup or input code, but only the rendering pieces
- Liberal open source license
- Even if you don't plan on selling a desktop version of your game, having a native desktop binary makes it a breeze to record high speed movies of your app for promotion purposes
The Insane Proton Sigslot based Entity/Component System
- No messy C++ hierarchy - Only a single entity type that lets you add components and additional entities as children
- No hard-coded Render or Update functions, a very different way to think about and use entities
- Loose coupling, can call functions, get/set variables without knowing anything about the entity/class - directly or scheduled
- Dynamic function/variable creation at an entity or component level using a variant data type
- Components can share data and work together - for example, adding the RenderTrailComponent will add a 'trail' without knowing anything about the component (s) that is actually handling rendering
- Can request callbacks when data is changed or functions are called
- You can just ignore the entire entity system if you want, or just use it for your app menus/GUI
proton_features.1293428565.txt.gz · Last modified: 2010/12/27 05:42 by seth