Tengoku Game Engine

From: Roger Levy <roger.levy_at_gmail.com>
Date: Thu, 19 Aug 2010 09:34:53 -0400

Hi,
I wanted to let the SwiftForth community know about my project, Tengoku, a
game engine I'm developing that runs on SwiftForth.

Check out my work so far at http://code.google.com/p/tengoku-engine/

Some people will remember some of my previous experimental game development
systems, Glypher, GC-Forth, and ForthQuest. This one is my final
destination, and actually has a proper version numbering system, some
documentation, and a stab at portability.

For Tengoku I had to build a dialect, that changes the meaning of a few
words, adds some words, supports fixed-point numbers, and replaces SWOOP
with my own object system, which I just call modules. But it is intended to
be able to compile on any ANS Forth system (though it doesn't yet). It
supports generic programming, does not have inheritance, and treats objects
as system-wide contexts (that's the best way I can describe it).

I also put up a set of files to be able to use TextPad for Tengoku
development the same way I do.

The engine itself is component-based, which means you can combine any set of
features to create game objects, and there is no fixed hierarchy. So far
this design choice has been really successful. What's great is that because
of Forth I was able to do it in a way that works just like normal code,
unlike in C++ where a lot of extra work is saddled on the user.

The first major version of the engine is fairly far along. I'd say it's 70%
done. It needs testing and documentation. I'm open to future
collaborative development, and discussion about issues or constructive
criticism. I hope to turn this into a commercial endeavor in some way, but
I don't have a fixed idea about how to do that yet.

Cheers,
Roger

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Received on Thu Aug 19 2010 - 06:35:37 PDT


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