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Engine Decoupling — Epic #2
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area-libItems related to reusable librariesItems related to reusable librariesarea-technicalsystemsInternal systems to do with game developmentInternal systems to do with game developmentenhancementNew feature or requestNew feature or request
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area-libItems related to reusable librariesItems related to reusable librariesarea-technicalsystemsInternal systems to do with game developmentInternal systems to do with game developmentenhancementNew feature or requestNew feature or request
Summary
Separate game-specific logic from engine-specific logic to allow the game to prototype while engine features are still in development, render in modes compatible with AI development and automated testing, and change engines without redeveloping the entire game.
Motivation
Proposed Solution
Implement a stable adapter contract layer. Game features communicate with an adapter layer which binds to one or more engine implementations.
Phases
Acceptance Criteria
Docs
docs/plans/4x-game/technical/engine-decoupling/engine-decoupling.mddocs/plans/4x-game/technical/engine-decoupling/phase-1-interface-development.mdProject: https://github.com/users/JohnLudlow/projects/7