Dairr Let us wish you a happy birthday! Book ratings by Goodreads. Beyond the Basics 8. Are you a beginning programmer just getting started in 3D graphics programming? Please fill in a complete birthday Enter a valid birthday.
|Published (Last):||2 November 2009|
|PDF File Size:||6.82 Mb|
|ePub File Size:||18.2 Mb|
|Price:||Free* [*Free Regsitration Required]|
For this particular issue, functions will be needed that simulate the collision checking process, but it only checks against the bounding box passed to it. If you want, you can also add the ID to check for as a parameter. The rendering engine should be fairly simple, SFML makes that part a bit easy for you in this case, but you may run into some problems later on with this method. You can simply make a list for each rendering type and then render them in order.
I did something similar to the collision handler for my rendering system, I have a list of objects that contain, for the most part, just a pointer to a function or a method. A lot of the time, order in which things are processed is VERY important. For example, say you have an object that follows the player. To fix this I have a map with an integer as a key, and a list as a value. The key represents the processing stage, and the list gives all of the callbacks to be used during that stage this, for my system, also works similarly to the rendering system.
This way we can keep our objects ordered during processing. The resource handler is mostly a method for obtaining and releasing resources en masse. If you want to avoid global variables you need some place to store them all.
A universal resource handler would be able to free them all at once, allowing you to easily add and remove resource-dependent classes from the game. Even then, most of the described systems would still work just fine. Thanks for the detailed description, too. This was an idea I had: to create a resource manager class which stored references to variables in vectors with names each one is in a struct.
The resource manager has functions to add, get and remove variables from the appropriate vector. At the end of the game, anything left in the vector is released and freed. Last edited on NGen I spent about a year trying to get a game engine done, simply just coming up with stuff as I came along. At some point I decided to just sit down and plan out a system which would allow the most flexibility, and what I described is part of what I came up with.
Beginning OpenGL Game Programming by Luke Benstead (2009, Paperback)
BEGINNING OPENGL GAME PROGRAMMING SECOND EDITION BY LUKE BENSTEAD PDF
Beginning OpenGL Game Programming, Second Edition