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Feat/game engine code#60

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maelemiel wants to merge 59 commits intomainfrom
feat/game-engine-code
Draft

Feat/game engine code#60
maelemiel wants to merge 59 commits intomainfrom
feat/game-engine-code

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Summary

changed:


Quick metadata (pick one in each group)

Impact:

  • impact:high
  • impact:medium
  • impact:low

Priority:

  • priority:important
  • priority:story
  • priority:no-priority
  • priority:bonus

Type / Area:

  • type:game-engine
  • type:new-module
  • type:server-dev
  • type:client-dev
  • type:ui-asset-visual

Checklist

  • documentation check
  • follow repo rule check
  • i tested all my change.

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Reviewer notes

Files changed and quick description:

- Added Logger class to handle logging with different levels (INFO, DEBUG, ERROR, TRAFFIC).
- Integrated Logger into GameEngine and AModule for consistent logging.
- Removed direct console output in favor of Logger methods.
- Introduced filtering for noisy log topics to reduce clutter.
- Updated CMakeLists.txt for affected modules to include Logger.cpp.
Resolved conflicts by:
- Preserving HEAD architecture for ECS, Renderer, and Core.
- Integrating Main's UI and Window helper functions into LuaECSManager.
- Integrating Main's Window capabilities (Fullscreen, Resizing) into SFMLWindowManager.
- Using HEAD's CMake configuration which is a superset.
- Using HEAD's GameLoop.lua (Final Game Loop).
- Added game components: Transform, Mesh, Physic, Collider, Paddle, Ball, Brick, Camera.
- Created GameLoop script to initialize game state and entities.
- Developed systems for input handling, physics simulation, game logic, and rendering.
- Implemented paddle and ball mechanics, including movement and collision detection.
- Added brick creation and wall setup for the game environment.
- Integrated sound effects for ball collisions and brick destruction.
- Configured ECS to manage game entities and systems effectively.
- Introduced a configuration file for game settings and module loading.
… physics prediction, explicitly set the active camera, and switch the default startup script to Breakout.
…g and error handling for ZMQ context and proxy thread
… add initial blocks for the game level

feat(InputSystem): Optimize paddle velocity updates with throttling to reduce unnecessary engine commands
refactor(PhysicsSystem): Disable manual client prediction to prevent conflicts with engine movement handling
fix(RenderSystem): Ensure active camera is set only once per entity to avoid redundant messages
…obsolete systems, and streamline entity management
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