ModuleSystem: Difference between revisions

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Wording changes and a minor note on NSO PT 1.1.0
(Add a small entry for the NSO Playtest)
(Wording changes and a minor note on NSO PT 1.1.0)
 
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|Mario Vs Donkey Kong
|Mario Vs Donkey Kong
|Appears to be slightly behind version of Tears of the Kingdom. IActor  has a new Stasus state used when swapping actors between "combined scenes". Replaces physics handling with a custom 2d physics engine, yet leaves the PhysicsModule with an unused version of the phive library implemented on top of PhysX instead of Havok.
|Appears to be slightly behind version of Tears of the Kingdom. shaft::baseproc::BaseProc has a new "Stasus" state used when swapping actors between "combined scenes". Uses a custom 2d physics engine under engine::coll2d, yet leaves the PhysicsModule with an unused version of the phive library implemented on top of PhysX 3.4 instead of Havok.
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|Nintendo Switch Online: Playtest Program
|Nintendo Switch Online: Playtest Program
|A major version above Tears of the Kingdom. IModule no longer inherits sead job and instead includes a job as a member. A new actor component called CppExecutorComponent was added to ActorBase. Actor system processing was slightly revised. Phive has many notable refactors and additions in this title, including a new locomotion behavior state machine and a new file format called bphnv (not appearing in this title). Agl seems to have removed the GraphicsPipelineHolder and HardwareOptimizationMgr.
|A major version above Tears of the Kingdom. engine::module::IModule no longer inherits sead::Job and instead includes a job as a member. A new actor component called CppExecutorComponent was added to ActorBase. Actor system processing was slightly revised. Phive has many notable refactors and additions in this title, including a new locomotion behavior state machine and a new file format called bphnv (not appearing in this title).  
The later 1.1.0 version further updated most libraries. Support for a new "bpvsts" file format was added to Phive, other "VolumeStats" leftovers strongly suggest the format is voxel related. The exb file format gained support for u32 typed arguments, as did ainb's blackboard. Sead now has an nn::util::ReferSymbol string "SDK MW+Nintendo+Sead-1_0_0_0". The engine received CSharp scripting support through engine::ecsharp similar to the engine's lua support, though this is stubbed in retail. 2 new actor components, NaviAnimatorComponent and BoneBindComponent were added to ActorBase.
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|actor
|actor
|Implements the actor system.
|Implements the actor system on top of [[shaft::baseproc]].
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|ai
|ai
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|debug
|debug
|Stubbed in retail. Seemingly implements a debug menu called "ClickMenu".
|Stubbed in retail. Seemingly implements a debug menu called "ClickMenu".
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|ecsharp
|Stubbed in retail. Seemingly implements support for CSharp scripting for debugging.
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|effect
|effect
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|lua
|lua
|Stubbed in retail. Provides lua support for debugging purposes.
|Stubbed in retail. Seemingly implements support for lua scripting for debugging.
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|module
|module
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=== Non-Canon Namespaces ===
=== Game specific Namespaces ===
These are engine namespaces, that for one reason or another, appear to be game specific extensions.
These are engine namespaces, that for one reason or another, appear to be game specific extensions.
{| class="wikitable"
{| class="wikitable"
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