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Engine terminology: Difference between revisions

added lede and linked to companion article; added names of other subsystems
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(added lede and linked to companion article; added names of other subsystems)
 
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{{UpdatedForOniX|1.0.0}}
{{UpdatedForOniX|1.0.0}}
Here is a high-level view of the different versions of the Oni engine and a brief introduction to some of the subsystems in the engine. Also see [[Game data terminology]] to learn more about the game data files.
==Engine versions==
==Engine versions==
There are three versions of Oni's engine found in released versions of the game. They are referred to interchangeably by various names.
There are three versions of Oni's engine found in released versions of the game. They are referred to interchangeably by various names.
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==Subsystems==
==Subsystems==
The engine consists of various subsystems, some of which have colorful animé-related names and some of which have simple descriptive names.
The engine consists of various subsystems, some of which have colorful animé-related names and some of which have boring descriptive names. If an article is devoted to documenting more of that subsystem, it will be linked.


;AI2
;AI2
The second iteration of the code for driving the [[AI]]s.
The second iteration of the code for driving the [[AI|AIs]] (NPCs).


;Akira
;Akira
The environment code, responsible for holding the game world in memory. Named for the 1988 film [[wp:Akira (1988 film)|Akira]].
The [[Graphics|environment]] code, responsible for holding the game world in memory. Named for the 1988 film [[wp:Akira (1988 film)|Akira]].


;BFW
;BFW
A layer rather than a subsystem, standing for BungieFrameWork. This is the lower layer of the game engine, consisting of generalized cross-platform engine code. The upper layer is simply called "Oni" and contains specializations needed to implement Oni's gameplay logic.
A layer rather than a subsystem: stands for "BungieFrameWork". This is the lower layer of the game engine, consisting of generalized cross-platform engine code. The upper layer is simply called "Oni" and contains specializations needed to implement Oni's gameplay logic.


;BSL
;BSL
Standing for BFW Scripting Language, this is the subsystem responsible for running [[BSL|Oni's scripting language]].
Standing for "BFW Scripting Language", this is the subsystem responsible for running Oni's [[BSL|scripting language]].


;Motoko
;Motoko
The renderer code, responsible for drawing [[Graphics|Oni's graphics]]. Named for the main character of the 1995 film [[Ghost in the Shell]].
The renderer code, responsible for drawing Oni's [[graphics]]. Named for the main character of the 1995 film [[Ghost in the Shell]].


;Totoro
;Totoro
The code for [[Animation|Oni's animation system]], responsible for running all 3D model animations. Named for the 1988 film [[wp:My Neighbor Totoro|My Neighbor Totoro]].
The code for Oni's 3D [[Animation|animation system]]. Named for the 1988 film [[wp:My Neighbor Totoro|My Neighbor Totoro]].
 
;''Et cetera''
There are various other subsystems that we essentially never talk about, such as LocalInput, WindowManager, SoundSystem2 and TemplateManager.


[[Category:Engine docs]]
[[Category:Engine docs]]