Module owner: Nzc ([email protected])
All modules of the gameengine are documented here. There is a maintainer for each gameengine module. If you have any questions on a specific subject, consult the maintainer. Also, do not modify a module without informing the maintainer.
There are currently no events planned.
Ketsji is the name of the game engine. Technically, the game engine is a framework together with a collection of modules for interactive purposes like physics, graphics, logic, sound and networking. Functionally, the game engine processes virtual reality, consisting of content (the world, its buildings) and behaviours (like physics, animation and logic). Elements in this world - also called Game Objects - behave autonomously by having a set of tools called logicbricks, and properties. For comparision the properties reflect memory, the sensors are the senses, the controller is the brains and the actuators allow for actions to the outside world. At the moment, the controller is scripted by using python, or simple expressions. The idea is that the creation of logic behaviour can be edited in a more visual way in the future, so the set of controllers expands with AI state machines etc.
Some Beginners documentation on what the basic concepts are.
Module | Remarks |
---|---|
Ketsji (KX) Janco/Njin-Zu |
- |
Networking (NET) Hans |
- |
Rasterizer (RAS) Raymond |
Alternative doc |
Scenegraph (SG) Janco |
Alternative doc |
Sound (SND) Janco |
Alternative doc |
Gamelogic (SCA) Njin-Zu |
- |
Physics (SM) Laurence |
Second-line support: Strubi and Gino |
Math (MT) Laurence |
- |
Expression (-) Janco |
- |
Converter (-) Njin-Zu |
- |
BlenderRoutines (-) Njin-Zu |
- |
Here is some links to the webpages of some of the best game engines (you can find their features over there).
This is documentation, generated from the source code with Doxygen. Go here to dig into the dirty details. This is older material. Go to the source dox page to find up-to-date material (when available).