Technical Use-Cases
| DISCLAIMER THESE UCs IN NO WAY REPRESENTS THE REAL GAME AND ARE MERELY HERE TO EXPLORE DIFFERENT SCENARIOS OF THE ENGINE. HENCE THEY MAY BE MORE COMPLEX THAN ONE WOULD IMAGINE FOR A SIMPLE GAME. SO DO NOT EXPECT TO LEARN ANYTHING ABOUT THE GAME BASED ON THE UCs DESCRIBED HERE, THEY CAN BE REGARDED ONLY AS TECHNICAL PSEUDO-UCs. |
Terminology used
- Attribute
Any piece of data that is exposed to the world outside the object itself. - OUTPUT
An attribute that can be read. - INPUT
An attribute that can be set/written. - INPUT/OUTPUT
An attribute that can be both set and read. - OUTPUT CALCULATED
An attribute that is calculated by the object and does not exist as stored data usually. Usually it also has inputs that it depends on for calculations. - OUTPUT COMPLEX
An attribute that has several different kinds of possibilities of outputting data (texture, scalar, array etc.) - Event
Any external stimuli. - Storage
Relating to the storage of objects of a given type mostly. However it could also relate to storage of data that is used to create the objects or otherwise utilized in the objects. - Logic
Any actions/reactions/behaviours or general expressions that are related to the given objects. - Networking
Relating to difference in usage of the objects in different parts of the network architecture (client, server, etc.) and how the parts communicate to each other over the network. - Asset creation
Relating to the creation of said class of objects and the appearance of these objects. - Problems
Any evident problems that could occur with the given object definition. These should be solved as part of the analysis.