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ENGINE & CODE

SHIVA ENGINE & SCRIPTS

This project was our first foray into 3D game development and our first time working with a 3D engine. Our technical focus was mastering Shiva Engine while implementing a robust object state system and physics-based forces to drive the core light mechanics.

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First experience transitionning from 2D concepts to a full 3D development pipeline
Learned the fundamentals of C and C++ scripting within the Shiva Engine interface
Utilized the native State Machine manager to structure player mechanics and behaviors
Leveraged the built-in physics engine to apply dynamic forces for the light movement
Overcame the challenges of self-teaching a new engine and troubleshooting 3D environments

ARCHITECTURE & ORGANIZATION

  • Clean Code Focus: Prioritized code readability and clear structuring within Lua scripts, utilizing explicit naming conventions and organized comment blocks for complex event handlers.

  • State-Driven Architecture: Separated player AI behaviors, core game loops, and HUD systems into distinct, decoupled Lua modules utilizing Shiva Engine's native state machine framework.

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SHIVA ENGINE

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  • Efficient Cross-Platform Export: Native capability to deploy the project across multiple platforms (PC, Mac, Linux, Web) from a single source code.
  • Hybrid Lua / C++ System: Complete flexibility using Lua for rapid gameplay mechanics scripting and C++ to optimize heavy computational logic.

  • Robust Built-in Physics Engine: Precise native management of rigid bodies, collisions, and dynamic forces application (ideal for managing gravity mechanics).

  • Native State Machine Manager: A powerful tool to cleanly structure enemy AI, player behavior, and object lifecycles without redundant code.

OBJECTS STATES & MECHANICS

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2017. Create by Robin Arpizou.

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