Introduction
In this part of the book we will discuss the many design decisions that went into creating a Reality
inside of UnnamedEngine. Starting from a Reality
, we will talk about what goes into the creation of everything in the simulation.
The explanation will have this flow: Bigger -> Lower
Reality
Well, I can't tell you what reality itself is, if it's real or not, or other types of affirmations that are outside of the scope of your development, we are game developers and will be ignoring all the details related to what is what. The terminology used inside UE takes inspiration in real life, but is adapted to fit our design and goals.
Reality
is the uppermost container, everything that exist is inside of a Reality
, note that things that don't exist are not contained in a reality!
But what does not exist?
A Graphical User Interface GUI does not exist. Well, you can see it, but the world does not, only the player is capable of seeing it, it also does not interact with anything besides the player's input or other GUI elements, and thus it doesn't exist! Sure, it exist on our reality, but not inside the Reality
.
Structure
A Reality
contains two things.
These two things are responsible for defining our game "world". Note that since UE was born to create a complex and exotic game, why not provide the tools to make these types of games easier to be reused?
Generally speaking, almost all structures related to space and time, contain just space and time-related values, but Reality
is the exception. Reality Rules
are Rules
that define how the world works, I will not get into details here, but these exist so we have a way to create and use complex simulations without hardcoding anything.