Thursday, June 22, 2006

The Jupiter Engine

     Till this moment, I still think Jupiter's structure is kinda strange. Comparing to a software mid-ware, it seems more like a software product framework.
     It uses server/client model, actually it seems good at supporting multiplayer RPG game. I'm impressed by its directly creating multi-play configuration. But the problem is, it doesn't have a clear file management system, at least, it doesn't explain clear in its documents.
     So till now I still feel hard to find the place it load the configuration file, the attributes file.
     And a more strange thing is Jupiter has a object.lto file, which actually is a .dll file for defining objects in game world. This file is supposed to be created by the programmmer, and then will be used in the tool DEdit. Without this file, the DEdit tool is meaningless.
     About DEdit tool, it makes me think about XNA, but the biggest diffculty I met is that all these settings are embeded into the Jupiter Engine's framework without a clear scripting system. So if there is an accident happened, I have to check both the code and the design tool.
     I really think a transparent scrpting layer between the design tool and game code is important. Without it, the programmers can't get a clear view of the project they are making, and actually, feel burdensome.

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