Author:

Nicolas Ulrich
Supervisor:Prof. Gudrun Klinker
Advisor:Daniel Dyrda (@ga67gub)
Submission Date:[created]

Abstract

This Thesis will cover a practical teaching approach to Reactive Programming, with a focus on creating a flexible and reusable Character Controller in the Godot Game Engine. Concepts of Reactive Programming will first be introduced, followed by a case study on an existing implementation for a reactive Character Controller in Unity. There will be an extensive step-by-step guide on implementing and structuring the Character Controller, teaching essential concepts along the way. This Thesis also covers an alternative approach using Godot's Signals that will be compared with the Reactive Character Controller. Shortcomings and opportunities will be discussed after comparing and explaining the different strategies. Analyzing the concepts of reactive programming introduces a new way of thinking about code and its practical application. Learned concepts will be a valuable tool for future projects even outside the domain of character controllers.

Results/Implementation/Project Description

Conclusion

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