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Node Engine

February 23rd, 2009
Node Engine

Node Engine

Today I thought I’d give you a sneak preview of what we’re working on.

We created this node engine to be used in our latest upcoming Flash game. Though I can’t tell you what exactly we’re using it for just yet, I can explain how it works.

Essentially, our node engine starts with a single node, then loops through the data we provide and creates child nodes to orbit our first node. Then, for as long as it has data to work with, it creates orbiting children on those nodes and so forth. We can easily adjust the pattern the engine creates, simply by playing with the variable data it takes in.

Here is a preview of the engine in its current state:

An engine such as this can be used in a variety of projects, from dynamic menus and particle effects to orbit simulations. You’ll just have to sit tight and see how we implement it in our upcoming game.

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Andrew Flash Games, Our Projects , , ,

  1. February 23rd, 2009 at 04:48 | #1

    Ha, that’s really cool! How many children can it make while keeping up that fps?

  2. February 23rd, 2009 at 12:30 | #2

    Good question Michael.

    I haven’t really thought to try stressing the capabilities of it. During development, though, I had it running 5 levels of 5 nodes each, and it looked amazing. For reference, this model is only 3 levels of varying nodes each.

    Thanks for the comment!

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