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KTheather takes its name from an analogy with a real theater. KTheater moves around two central objects, the entities and the scenario. Entities are represented by K3DObjects presented in KGraphics or subclasses of them. An entity can take the role of any item or unit in the game. Programmers can see them as actors which can play rocks, trees, monsters or heroes. The scenario is represented by a KScene object which takes care of object positioning, moving, colission detection and event processing, while providing methods for light/shadows calculations, object picking and manipulation. KScene present a place where entities think and act. The KScene object is a base clase and should be overriden in order to create more specific games. The graphical representation of the scenario is in charge of a K3DRenderMan object. The renderman works like a deposit where objects are dropped in order to be rendered. The renderman takes the objects and sort them by texture and effect in order to get the fastest rendering time. Render calls can be batched. The KTheather also includes a skeleton framework source code with many methods which can be rewritten in order to match the exact programmer needs. Some features of KTheater are:
The KEngine Technology Demo (available in the downloads page) is built over the KTheater components. Programmers should not be fooled by the KEngine Technology Demo. Even when the demo may suggest that the main purpose of KTheater are RPG games, it is a fully reprogramable API that can be taken to any direction the programmer wants. KTheater is built over the KGraphics3D components. |