Game Development Reference
properties can be added to a ball with the click of a button to make it react to
gravity and bounce off hard surfaces. Driving these behaviors, embedded in the
engine, are millions of lines of complex code containing many mathematical
functions related to real-world physics. The game developer can spend more
time designing what the ball looks like and even selecting the type of material
it is made from without having a background in Newtonian physics.
1.4.1 A Generic Game Engine
To understand how a game engine works, we will first look at a simple
illustration of all its components. A conceptualization is shown in
Figure 1.16 .
The game engine is responsible for the running of a variety of components
that manage all the game resources and behaviors. The Physics Manager
handles how game objects interact with each other and the environments
by simulating real-world physics. The Input Manager looks after interactions
between the player and the game. It manages the drawing of graphical user
interfaces and the handling of mouse clicks and the like. The Sound Manager
is responsible for initializing and controlling how sound is delivered from the
game to the player. If 3D sound is called for it will ensure that the right sound
at the right volume is sent to the correct computer speaker.
Fig 1.16 Parts of a generic game