Pixel Dust Game Engine  v0.9.5
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Pixel Dust Game Engine (PDG)

Description


PDG is an open source, professional quality 2D game engine. It provides system independent abstractions of common elements needed by game developers. It can be used directly from C++ or used from scripting languages like Javascript.

This is the documentation for the C++ SDK.

Features

Design Goals

PDG is focused on making a broad array of capabilities available to developers regardless of the OS platform they are targeting. Currently it works on Mac OS X, Windows, and iOS.

The PDG API is designed to make simple things easy to do, without adding undue complexity to more complicated problems.

History

PDG was originally developed in 2003 by Ed Zavada of Pixel Dust Games for use in Catan Online. It was later updated for use by Dream Rock Studios in their game Parthenon. Those updates include OpenGL hardware acceleration, a sprite engine, and iOS support. In 2012 it was further updated with Chipmunk physics, Javascript bindings, and made Open Source under the MIT license.

Usage assumptions

PDG is supplied in several different forms:

No languages other than Javascript and C++ are currently supported, though Ruby bindings have been created in the past. The Javascript bindings could serve as a guide for anyone wishing to add support for other languages.


Overview


What's In It?


Roles and Responsibilities

How Does It Work?

What Functions Does PDG Perform?

What Are My Game's Responsibilities?

Game UI

Game AI

Network Transport (if applicable)

Simulation

Persistent Storage

Metrics Reporting

Logging

Clients, Servers and Standalone Operation


Usage



High Level View

Using AI Players

Message Organization and Routing