Monday, January 21, 2019

battleMETAL - And Yet, Somehow it all works - part 2 - HUD

Heads up!?

Now that we’re sort of familiar with CSQC and what its about, we can take a look at the HUD for battleMETAL. There were 2 distinct phases to arriving at the HUD code that is now in the game. The first step was expanding the GUI functions I had created for the in-game menus that we saw in last the article. battleMETAL’s DNA is western mech sims of the 90’s, and that genre of games loved its HUD mechanics.


a HUD from Earthsiege 2


It seems in hindsight that mastery of reading a mech’s HUD was integral to the overall gameplay experience of a mech sim, given how much information is being sent to the player. One of my opinions as to why mech games lost market share over time was their built-in complexity that scares away newcomers, much like how Starcraft II today.


My first attempt at a HUD system was to take the generic GUI functions I had made, and craft a single HUD for each mech. The entry point for the HUD system was and is a single function call in CSQC_update_view(). I pass the player unit type to the client, and if that unit type is ‘mech’ then it runs the hud_frame() function. In the first system, I created HUDs as entity objects in CSQC, believing it to be the easiest way to hold data and functions for each HUD. You can kinda see the madness here on this github link to the battleMETAL project. Each HUD object implemented the same ‘soft’ interface of each hud element function, along with an initializer function that setup each object.


Now, in a more modern engine or code base, this isn’t exactly a bad idea. A proper class object for each HUD would be a fine way of rendering the HUD. Over in Quake C land, I was not so fortunate - there’s only 1 object close to being a class, the entity, and we all know now they’re not really the same. This attempt ended up repeating a ton of boiler plate code, and overall was too unwieldy. Tacitly, I had made some out-of-scope assumptions about what the HUD should be able to accomplish as a system. It was good that I coded it in a direction towards a robust UI system, one should always code for universality. I realized later that the HUD didn’t need this universality, it didn’t need an open system for rendering layered UI graphics...it needed to be bespoke. Quake C’s limitations have a tendency to hone your design instincts to one-off solutions for each module.


The next step in coding the HUD system was to disabuse myself of trying to make an object-based, layered HUD system. Rather, I decided to reorient the design to being built up from simple functions. I realized that each mech HUD doesn’t really have unique functionality that would ever really differ from another HUD. That is to say, mech HUDs all contain the same information where the only differences are slight variety in presentation and position on-screen of the HUD elements.

It took about a weekend, but I refactored every single piece of HUD code. Rebuilt from the original pieces, I ended up with unique functions for specific pieces of the HUD. A few examples to explain what I’m getting at:

hud_renderEnergyMeter()


Each only deals with rendering a single type of HUD component. The method arguments for each also varies only by the information that each component needs for rendering. The responsibility for drawing the total HUD then shifts up to the main HUD function. This main function is named for the mech that it is supposed to go to, and I used a switch-case statement to determine which HUD is supposed to be drawn. When the player enters their mech, the server sends the mech’s id number to the client, and the switch-case statement selects the function by mech id.


Therefore, any given HUD main function becomes a short list of HUD component functions, the only important data that matters is the on-screen location of the HUD elements and the player data. This approach even allows a little bit of flexibility. To make more unique HUD elements, the code can either encapsulate the component in just the desired HUD or add it to the HUD function library which would then allow any HUD to use it if desired. I applied this principle at least once with the renderWeapon functions.



hud_renderWeapon1


hud_renderWeapon2


Both functions take the same information but render this information in a slightly different way. We can see that each weapon is rendered atomically this way which then also allows the designer to use both styles in the same HUD. In keeping with the modular approach, this entire set of code is only called by a single entry function renderHUDFrame() which keeps coupling between the main functionality and the HUD system loose. This reduces headaches in adding new features to either system, or when changing large pieces of either system. I had a decent amount of fun bringing the HUD system to life for battleMETAL, and I think the code reflects it. Adding new HUDs is straightforward and maintainable while troubleshooting existing HUDs wont outright break too much else.

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