March 14, 2015

Solution for GameDev

Brick LogoBRICK
ENGINE

The Brick Engine (“Brick”), mainly written in ActionScript 3.0 for 2D games, adopts Component-based Architecture that breakdown the functionality in a game entity into different bricks. All games we released will be developed base on this engine.



Figure 1. An Overview of Brick Engine

Core Features

The Brick Engine (“Brick”) adopts Component-based Architecture that breakdown a game entity into bricks, that each brick contains the game codes for a specific functionality. Since most bricks can be reuse in future projects, the game development time can be reduced (imagine creating a new game entity is simply putting all necessary bricks together, just like playing with the bricks of a famous company that her name starts with a letter “L”).

“Brick” not only contain common components, it also come together with a powerful but easy to use particle system, easy camera customize (camera movement, control area display), built-in A.I. components (e.g. state machine, behavior tree) and sophisticated quad-tree collision detection system.

Performance

Game performance is always a concern. A good performance game does provide a more enjoyable gaming experience with smooth gameplay. Performance is also a crucial factor for mobile phone games. A good performance game is more battery friendly, in other words, it affects the length of gameplay without worrying draining the battery quickly.

In terms of architecture, “Brick” has a pooling system, that recycling unused game entities and particles in particle system, to reduce object creation time and memory consumption.  It also has components that serve as control center managing game entity creations and prevent updating unnecessary entities.

Powered by Starling and FeathersUI that supports game graphics rendering on GPU instead of CPU, together integrated with Greensock TweenLite that is a lightweight but high performance animation tool, the performance of “Brick” is further push forward.

Workflow

A well-designed game engine should not only focus on technical aspects, it should also consider the complex workflow behind building a polished game. And one important aspect of a polished game is animated graphics. To enhance the process of creating game sprites and animations, “Brick” also includes codes to automate some repetitive tasks in Adobe Photoshop® (Ps) and Adobe Flash® (Fl).

There are two most important codes in the workflow automation. One is a Ps script (jsx) that exports game sprites and useful data stored in a PSD file. Another is a Fl script (jsfl) that handles imports / updates of game sprites in Adobe Flash, and after finishing design progress of the animations, the script read the timelines and converts the animations into ActionScripts that nearly can be used immediately by “Brick”.

What’s Next?

More features are under development, like gamepad support, rapid game development, AABB collision detection, Continuous Collision Detection (CCD), split screen, Valve Steam API, etc.


Change Log

April 2015 (Build 0.6.3)

Jan 2015 (Build 0.6.2)

  • Add Fl script (jsfl) for importing / updating the game sprites, and converting timeline animations into AS file
  • Add SWF file and animating splash screen support
  • Revise rapid GUI development
  • Improve game architecture

Sept 2014 (Build 0.6.1)

  • Add Ps Script (jsx) for exporting game sprites and useful data in PSD file
  • Add algorithm and camera for platformer game
  • Add support for reading TMX file (xml / Base64 zlib compressed)
  • Improve performance on game entities update, particle engine now support recycling

Jul 2014 (Build 0.6.0)

  • Add rapid GUI development
  • Add Google Play Games ANE
  • Add iOS Game Center ANE
  • Add social sharing functionality (Facebook and Twitter)
  • Add sound system
  • Release mobile game: Ultimate Goal Keeper

April 2014 (Build 0.5.5)

  • Add TweenLite integration
  • Add particle engine
  • Revise behavior tree algorithm

Nov 2014 (Build 0.5.4)

  • Add game saving mechanism
  • Improve game architecture
  • Improve performance of collision detection

Sept 2013 (Build 0.5.3)

  • Add AI support: behavior tree, state machine
  • Add game entity recycling system
  • Release mobile game: Hero May Cry

April 2013 (Build 0.5.0)

  • Inital build
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