A Little About GameEngine
GameEngine: In Brief
GameEngine's sourcecode is modular and hierarchical, which is reflected in the architecture of the engine - it is a system of components, which although individually useful, can cooperate to perform more complex tasks.
The sourcecode for GameEngine is written using Object-Oriented Assembly Language. This programming paradigm is used to write "classes", as you might find in high level languages such as C++ or Visual Basic. The particular oopasm model used is called ObjAsm32, which is implemented as a macro-based buildtime oopasm environment for the MASM assembler v6.11 and higher.
GameEngine is presented as a DLL, facilitating use with other programming languages.
GameEngine communicates events to your Game via an event-sinking class object (interface) located within your Game Application... GameEngine literally calls Your Code in reponse to various events. Your game has full access to GameEngine's rich and powerful set of features, assets and asset-management (and implements your game logic as responses to) various event notifications.
With full regard to the following two Exceptions, the sourcecode and binary files provided (here at asmcommunity.net) for Homer's GameEngine Project are free for all uses and purposes, including commercial use, and all rights to derived works are granted.
Exception A: The SourceCode of all Derived Works must retain all the Author's Comments, Credits and other Notations (contained within the SourceCode of Homer's GameEngine Project) intact.
Exception B: The Binary Executable Programs of all Derived works must contain a Credit to Homer's GameEngine Project.