Having the purpose of building a Game Engine with better Architecture, Design Patterns, Code Quality, and Tests, it's important to understand the Core Components & Systems that make up the game of Tibia.
Considering that there are multiple Open-source Codebases of multiple versions for open tibia, as well as a single person to make that kind of analysis initially (the owner of the project), the decision was of picking up a single codebase that potentially best suit that purpose with the least amount of complexity and time-consuming interpretations of the code together with potential of support for questions over Open Tibia Communities about some aspect of the Codebase.
The best option seemed to be TFS 1.4.
The Mapping of the Core Components means to explore the Codebase (ideally in some methodical way) with Concepts of Game Engine Architecture in mind to identify Components or Systems (explicitly coded or implicity undefined) that are essential for the existence and proper functioning of the game (e.g. Movement System, Collision System, Path Finding System, etc..) and organize them by creating a High-level Abstract Representation of the over-all structure. This will then be used to orient the development of the Project's Game Engine.
Tasks
[ ] Identifying & Documenting Core Concepts of Game Engine Architecture
[ ] Consider Methods of Systematically Exploring a Codebase's System (efficiently, avoiding redundance)
[ ] Methodically explore the Codebase Mapping the Core Components for the Game Engine Architecture
[ ] Document relevant details about each component or system (using the Project's Knowledge Base)
Description
Having the purpose of building a Game Engine with better Architecture, Design Patterns, Code Quality, and Tests, it's important to understand the Core Components & Systems that make up the game of Tibia.
Considering that there are multiple Open-source Codebases of multiple versions for open tibia, as well as a single person to make that kind of analysis initially (the owner of the project), the decision was of picking up a single codebase that potentially best suit that purpose with the least amount of complexity and time-consuming interpretations of the code together with potential of support for questions over Open Tibia Communities about some aspect of the Codebase.
The best option seemed to be TFS 1.4.
The Mapping of the Core Components means to explore the Codebase (ideally in some methodical way) with Concepts of Game Engine Architecture in mind to identify Components or Systems (explicitly coded or implicity undefined) that are essential for the existence and proper functioning of the game (e.g. Movement System, Collision System, Path Finding System, etc..) and organize them by creating a High-level Abstract Representation of the over-all structure. This will then be used to orient the development of the Project's Game Engine.
Tasks