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Regarding the overall top quality of your game, there is nothing to complain about, the graphics are sleek and wonderful. The general leisure price of it for me was pretty decent, I are aware that any puzzle lover will adore your game, and any one else with some type of desire in it will have their interest held for fairly awhile. Great work!
That is backwards from my preceding assumption. SO, can I remember to get a 3rd and fourth view on which sort of game loop to make use of for a large-effectiveness, velocity-constant game loop? It will be tremendously appreciated.
It's not too tough to produce with the assistance of a physics engine considering that every one of the physics engines guidance variable action situations
Good game you might have right here Estimate 0 login to such as this put up Write-up by conkienlua » Tue Sep 20, 2011 seven:09 pm Awesome game you've got listed here. Concerning originality, this is the initial game of this sort that I've observed, and unique games are finding scarce today, so kudos on that front. With regard to issue, the selection of a few levels to Participate in at any offered time gets rid of a great deal of chance concerning acquiring stuck over a stage, as well as the complexity of it is fairly nice, although it does sense a tad overbearing immediately after awhile.
g. an editor utility), it is best to manually refresh Every single render focus on only when needed by contacting RenderTarget::update, or if you'd like to operate your very own render loop you can update all targets on need working with Root::renderOneFrame.
Variable phase is basically the worst matter you are able to do into a physics engine. They all assistance it, but the outcomes are horrible. You lose deterministic responses, if you are doing the very same action twice, the results will probably be inconsistent.
That is just the data I necessary! I am paying a while right this moment attempting to be familiar with the details of that subtle game loop you guys are speaking about. It is alternatively slick, imho. Thanks a bunch!
Nearly anything and anything that's linked to OGRE or the wider graphics field that doesn't match into the opposite community forums.
My knowledge of how SDL renders frames is the fact, after you get in touch with SDL_flip (which flips the two video buffers), it will never flip the buffers Except the graphics card is ready to, As a result permitting the graphics card to display the game at a variable framerate devoid of affecting the speed on the game loop.
A spot for end users of OGRE to discuss Concepts and activities of utilitising OGRE within their games / demos / programs.
It claims its designed ontop in the kjx game engine that employs ogre3d and bullet physics. Its a precompiled game that makes use of squirell for scripting. I am attempting to obtain additional details about the kjx game motor, illustrations ,tutorials ect. I have googled and searched this forum without having luck. I do know its definitely aged and no-one almost certainly utilizes it any longer but I thought or not it's truly worth a try out inquiring here. Any guidelines, links, or tips about more recent kjx like engines that use ogre and only require scripting can be appreciated.
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A spot for people of OGRE to discuss Suggestions and encounters of utilitising OGRE in their games / demos / purposes.
Re: Game Loop Conclusions Quotation 0 login to similar to this post Article by yellowjournalism » Wed Sep 30, 2009 8:23 am Ok. I link slot will be truthful. I am reluctant to ask for the reason that I am absolutely sure many other people have, but I've done plenty of exploring and studying(and doubtless not ample intelligent considering) without acquiring an elegant implementation for Ogre. I am striving to perform precisely the same "Canonical Game Loop" algorithm as psoul's and the ones right here:
Pace intelligent, There's no big difference. It truly is just much better to help keep the Command for yourself and Allow Ogre take care of what it does best: rendering.
two) Why do you move in L to ProcessLogic? Can you give me a little code snippet the best way to utilize it In the ProcessLogic method?