RENKEI Engine: Difference between revisions

From AtomicTorchWiki
(Created page with "{{draft}} = Renkei Engine = '''Renkei Engine''' - Enkei Engine is a powerful multipurpose game engine designed for rapid game development. Renkei Engine is developed in-hou...")
 
No edit summary
Line 2: Line 2:


= Renkei Engine =
= Renkei Engine =
'''Renkei Engine''' - Enkei Engine is a powerful multipurpose game engine designed for rapid game development. Renkei Engine is developed in-house for our own projects to be a powerful tool for client-server game development geared towards (massive-)multiplayer cross-platform games.
'''Renkei Engine''' - Enkei Engine is a powerful multipurpose game engine designed for rapid game development. Renkei Engine is developed in-house for our own projects to be a powerful tool for client-server game development geared towards (massive-)multiplayer cross-platform games.


Line 10: Line 8:
Client part of Renkei Engine utilizes MonoGame game engine for the easier development of 2D games. But it could be replaced with any other low level library or an engine that supports the latest version of .NET/Mono (not Unity, unfortunately).
Client part of Renkei Engine utilizes MonoGame game engine for the easier development of 2D games. But it could be replaced with any other low level library or an engine that supports the latest version of .NET/Mono (not Unity, unfortunately).


The primary philosophy behind Renkei Engine is to focus development on implementing the gameplay code with C# scripting minimizing any interruptions during the development. Therefore the engine is developed to allow live/hot-reloading of any code and assets (textures, models, audio, C# scripts and XAML UI markup) without recompilation or other interruption which makes it the main feature of the engine.
The primary philosophy behind Renkei Engine is to focus the development on implementing the actual gameplay code with C# scripting while minimizing any interruptions during the development process. Therefore the engine is designed to allow live/hot-reloading of any game code and assets (textures, models, audio, C# scripts, XAML UI markup, etc.) without recompilation or other interruption which makes it the main feature of the engine.




Line 16: Line 14:


== Features ==
== Features ==
1. '''Live editing:''' No recompilation or asset reloading needed during development. You can edit the code life and the engine will immediately display the changes to C# code or assets (textures, models, audio, C# scripts and XAML UI markup).
1. '''Live editing:''' No recompilation or asset reloading needed during development. You can edit the code life and the engine will immediately display the changes to C# code or assets (textures, models, audio, C# scripts, XAML UI markup, etc.).
1. '''Networking:''' Renkei Engine implementation of client-server intercommunication provides the best performance and lowest throughput and at the same time it's very easy to develop and configure.
1. '''Networking:''' Renkei Engine implementation of client-server intercommunication provides the best performance and lowest throughput and at the same time it's very easy to develop and configure.
2. '''Server based architecture:''' in case of multiplayer games the authoritative game server architecture makes most of the usual forms of client-side cheating impossible.
2. '''Server based architecture:''' in case of multiplayer games the authoritative game server architecture makes most of the usual forms of client-side cheating impossible.
3. '''Data-driven UI:''' UI is implemented by using NoesisGUI technology (http://http://noesisengine.com), which is a cross-platform WPF-like solution utilizing XAML markup to declaratively define UI elements and their style. It uses C# language for programming and ultimately effective MVVM-pattern for data binding.
3. '''Data-driven UI:''' UI is implemented by using NoesisGUI technology (http://http://noesisengine.com), which is a cross-platform WPF-like solution utilizing XAML markup to declaratively define UI elements and their style. It uses C# language for programming and ultimately effective MVVM-pattern for data binding.

Revision as of 08:54, 17 February 2016


This article is a draft and may contain incomplete or even incorrect information. You can help by expanding it.

Renkei Engine

Renkei Engine - Enkei Engine is a powerful multipurpose game engine designed for rapid game development. Renkei Engine is developed in-house for our own projects to be a powerful tool for client-server game development geared towards (massive-)multiplayer cross-platform games.

It is powered by the latest versions of .NET Framework on Windows and Mono on other platforms.

Client part of Renkei Engine utilizes MonoGame game engine for the easier development of 2D games. But it could be replaced with any other low level library or an engine that supports the latest version of .NET/Mono (not Unity, unfortunately).

The primary philosophy behind Renkei Engine is to focus the development on implementing the actual gameplay code with C# scripting while minimizing any interruptions during the development process. Therefore the engine is designed to allow live/hot-reloading of any game code and assets (textures, models, audio, C# scripts, XAML UI markup, etc.) without recompilation or other interruption which makes it the main feature of the engine.


The title of the engine is based on japanese words 連携 renkei (cooperation, coordination, link) and 遠景 enkei (perspective, vista).

Features

1. Live editing: No recompilation or asset reloading needed during development. You can edit the code life and the engine will immediately display the changes to C# code or assets (textures, models, audio, C# scripts, XAML UI markup, etc.). 1. Networking: Renkei Engine implementation of client-server intercommunication provides the best performance and lowest throughput and at the same time it's very easy to develop and configure. 2. Server based architecture: in case of multiplayer games the authoritative game server architecture makes most of the usual forms of client-side cheating impossible. 3. Data-driven UI: UI is implemented by using NoesisGUI technology (http://http://noesisengine.com), which is a cross-platform WPF-like solution utilizing XAML markup to declaratively define UI elements and their style. It uses C# language for programming and ultimately effective MVVM-pattern for data binding.