Questions regarding the engine

Hello, I’m new here. I have been following this engine for some time, but just signed up now as I would like to ask some stuff about the engine.

I come from Unity engine, and was evaluating this one to switch because of more programming focused development, and also the low level access to the engine features. I’m not much of a lover of scene editors I prefer to do stuff from code for all the core functions, especially I like to add the possibility for the game to be modded by changing or adding external files to the game.

So as you would understand I need to parse a lot of data at runtime, and create instances of classes and objects when needed and for now my main road block with other engines was on things like audio and animations.

So I wanted to ask if with Paradox there is any API to deal with audio at runtime, like streaming from disk and save memory from allocating audio data.

Also for animations would like to know if at runtime is possible to dynamically create clips from given data, how much power do I have over this? I would use this to deal with sprites animations, so I can easily create my own system with coroutines and switch index from a sprite list I guess, but if there is any builtin way to reference such sprites in a animation clip would be better.

Thanks.

Welcome to the forums.

I have also come from Unity for a lot of the same reasons. For animations, it is easy to manage. I have tested animations, but it seems that for some more advanced things, you may need to write a system yourself. It will handle transitions between animations, and playing an animation loaded from a file. There is also a nice animation demo. I think for everything I need, the animations can facilitate that.

For creating a dynamic animation, I would look at the source code of the engine and you will be able to see how they are generating the animation entity and filling in the data for the animation importer. This should tell you how you can do the process yourself with your own custom data.

As for audio, there is full audio support as well. I have not gotten into the audio portion yet, but I have run the demos, and if it is possible through DirectX or other libraries, you can easily plug them into your application.

Thnaks for the reply, so I’ll take a look into the source code and try some experiment. Shouldn’t require much time to convert my code to this engine, I guess I need just to delve into the builtin classes and try some stuff.