Engine terminology: Difference between revisions

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linked to Mac/Win and PS2/PC comparison articles; wikilinked all the differing types on PS2
(clarified which templates differ on Mac and PS2 (not guaranteed to be a complete list))
m (linked to Mac/Win and PS2/PC comparison articles; wikilinked all the differing types on PS2)
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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. It's meant to be read in tandem with [[Game data terminology]].
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. It's meant to be read in tandem with [[Game data terminology]]. For a list of general differences between the Windows, Mac and PS2 versions of Oni, see [[PS2 vs PC]] and [[Mac vs PC]].


==Engine versions==
==Engine versions==
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;PS2
;PS2
This version was created by Rockstar North for the PlayStation 2 port. It also uses .sep files but makes additional changes to templates (AGQG, IGSt, M3GM, SNDD, TRAM/TREX, TSFT, TSGA and TXMP). It went through another 3 weeks to a month of development after the Mac version was completed and could possibly be thought of as a v1.2 engine, but is probably best understood as a fork of the v1.1 engine made for PS2 compatibility.
This version was created by Rockstar North for the PlayStation 2 port. It also uses .sep files but makes additional changes to templates ([[AGQG]], [[IGSt]], [[M3GM]], [[SNDD]], [[TRAM|TRAM/TREX]], [[TSFT]], [[TSGA]] and [[TXMP]]). It went through another 3 weeks to a month of development after the Mac version was completed and could possibly be thought of as a v1.2 engine, but is probably best understood as a fork of the v1.1 engine made for PS2 compatibility.


==Subsystems==
==Subsystems==