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Game Analytics API Plugin



Analytics is a feature I have long thought was a good candidate to be moved into a plugin.

  • It is an optional features that only some users care about.
  • It imports some pretty big third-party libraries into the engine.
  • It requires an extra DLL be distributed with your game.
  • It's a totally self-contained features that is easy to separate out from the rest of the engine.

I have uploaded my code for Analytics in Leadwerks here as a new empty Visual Studio project:
https://github.com/Leadwerks/PluginSDK/tree/master/Game Analytics

This will be a good test case to see how we can implement API plugins. An API plugin is an optional module that adds new commands to the engine. It should work with C++, Lua, and C#.

How do we do this? I'm not sure what the best way is. Do we want to try to make an object-oriented API like the rest of the engine, or should we just stick to a simpler procedural API? I putting this out now so we can discuss and determine the best way to handle this.

Here is some info on using sol to expose an API from a DLL:

If we can make this plugin work then it will serve as an example for how all API plugins should be integrated. Please take a look at tell me how you would like this to work.

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Steamworks is another feature I would like to turn into a plugin.

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These are two very important parts of the engine for me, for what that's worth.  Everything I do now is in pursuit of coop multiplayer and I think it's important for developers to get free feedback in their game about what is too simple/boring or too difficult to aid with developer blindness.

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Yeah, I am just wondering how this should be exposed to the programmer. I can think of three different ways to interface with C++:

  • Procedural DLL commands.
  • Procedural DLL commands with OO wrapper classes.
  • OO Static library.

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I admittedly don't know how that would differ from what seems to work for me now.  I would love to continue to just be able to call:

bool SendP2PPacket( CSteamID steamIDRemote, const void *pubData, uint32 cubData, EP2PSend eP2PSendType, int nChannel = 0 );


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Well in this case you can just include the lib in your project and you don’t really need a middle layer for any reason.

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Right, for Steam it's easier.  I'd love to continue doing the same for Game Analytics as well.  I think that one is more complicated to set up.

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The whole concept of “plugins” in C++ is probably erroneous. There’s just libraries you can import. In the case of GA you would prefer to use my nice commands over the ugly raw CURL calls.so a couple of C++ files or a lib you import is probably the right approach there.

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  • Blog Entries

    • By jen in jen's Blog 0
      My small project will be called Foregate, it will be a dark medieval Diablo style single player action RPG.
      The graphics will be simple, no PBR, 256x256 map, reasonably low-res models.
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      What's my plan for this project?
      I plan to make this project as small and as simple as possible, possibly release it as open-source, and have fun with it of course.
      My previous experience with game development (1-2 years ago?) was amateurish I think, still is now. I want to give it a go again, this time with experience although my skill in C++ is not really that good? Maybe I can improve it in this project.
      More about the game
      The content is not set in stone yet but I have a general idea of how the mechanics is going to look and feel - Diablo-ish obviously. It'll have monsters (ancient & mythical probably), loot when killing a monster, gold as in-game currency, visual grid inventory, player stats (level, strength, agility, vitality, energy, &c.). 
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      I started my development yesterday with the basic preparations (setting up project environment, &c.), today I made my first step in developing the core components; worker class, game state, task class.
      I have a game state that keeps a single source of truth for the entire application; all game data will be stored in this class as "states". 
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      I also have "object" class, this can be a monster, the player, a weapon, a prop, or an NPC.
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    • By jen in jen's Blog 4
      I've got a bit of free time on my hands for a while. I plan to take up Leadwerks again and come up with a simple project to have fun with.
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      By the way, VSCode website is here: https://code.visualstudio.com/
      Have fun.
      Save as build.sh in your project's root folder and run using build.sh or build.sh -r for release. Works for Stable version LW and any previous versions(?) - at least v4.5 (archived). BETA branch (4.6?) doesn't seem to build for me, missing Leadwerks.a file.
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      Updated: 26/02/2020
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    • By Josh in Josh's Dev Blog 0
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