Games development with a game loop that's abstracted away
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Published on 2011-03-06T15:21:47Z
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2011/03/07
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gameloop
Most game development happens with a main game loop. Are there any good articles/blog posts/discussions about games without a game loop? I imagine they'd mostly be web games, but I'd be interested in hearing otherwise.
(As a side note, I think it's really interesting that the concept is almost exclusively used in gaming as far as I'm aware, perhaps that may be another question.)
Edit:
I realize there's probably a redraw loop somewhere. I guess what I really mean is a loop that is hidden to you. Frames are something you as the developer are not concerned with as you're working on a higher level of abstraction. E.g. someLootItem.moveTo(inventory, someAnimatationType)
and that will move from the loot box to your inventory using the specified animation type without the game developer having to worry about the implementation details of that animation.
Maybe that's how "real" games end up working, but from reading most tutorials they seem to imply a much more granular level of control is used, but that might just be an artifact of being a tutorial.
Edit2: I think most people are misunderstanding what I'm trying to ask, likely because I'm having trouble describing exactly what I'm trying to ask. After some more thinking perhaps what I'm referring to is more along the lines of what I believe is referred to as "scripting" where you're working at a very high level and having some game engine take care of the low level details.
For example, take custom maps in Starcraft II or Warcraft III. Many of the "maps" have gameplay that deviates enough from the primary game that they could be considered a separate game written on the same engine. What I'm referring to then is along those lines. I may be wrong because I only dabbed in the Warcraft III editor, but as far as I remember no where in the map editor do you control the game loop, and yet you can create many different games out of it. In my mind, these are games in their own right. If you're playing DotA you don't say you're playing Warcraft III, you say you're playing DotA because that's the actual game you're playing.
Such a system may impose limitations that don't exist if you're creating a game from scratch, but it greatly reduces development time because much of the "hard" work has already been done for you.
Hopefully that clarifies what I'm asking. Another example of what is I mean, is when you write a web app, of course it communicates through sockets and TCP. But does the average web developer doesn't explicitly write code for connecting sockets. They just need to know about receiving a request and sending a response. There are unique scenarios where you do occasionally need to use raw sockets, but it's generally rare in web development.
In a similar fashion, it's very possible to write a game without directly using the game loop, even though one is used behind the scenes. Probably not a AAA title, but there must be hundreds of smaller scale games that can and possibly are written this way. Are there any good resources on writing these "simpler" games?
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