Fascination About game
Wiki Article
A destination to showcase your most recent screenshots and for folks to touch upon them. Only begin a new thread listed here For those who have some good images to show off!
But it's all linked to what we have performed recently - a new version of your game. With two new demo degrees featuring new mechanics plus some amazing visuals. The new version debut within the Convention and still has not been proven to a broad audience. And it will not be!
I've completed this with my aged 2d SDL game motor, and it labored good on all 4 games which i built with it.
one. I in some way predicted the paper cubes to begin burning and disappearing after the produced contact with the bruning atom .
Variable move is virtually the worst detail you are able to do to a physics engine. They all help it, but the effects are horrible. You lose deterministic responses, if you are doing the very same motion 2 times, the final results will probably be inconsistent.
Variable step is just about the worst thing you are able to do to your physics motor. They all help it, but the final results are horrible. You lose deterministic responses, if you are doing the very same action twice, the results are going to be inconsistent.
That is just the data I essential! I'm paying out some time at this time hoping to comprehend the main points of that refined game loop you fellas are referring to. It is really fairly slick, imho. Many thanks a bunch!
Anything and all the things that is associated with OGRE or the broader graphics discipline that does not in shape into the other boards.
My understanding of how SDL renders frames is the fact that, any time you get in touch with SDL_flip (which flips the two movie buffers), it will likely not flip the buffers Until the graphics card slot mania is able to, Therefore allowing the graphics card to Display screen the game in a variable framerate without the need of affecting the pace from the game loop.
I was searching into game loops and came on the summary to put in writing my very own such as a person previously mentioned. I've some issues nevertheless.
So how exactly does this work with Bullet or other physics libraries? It seems like some other person has carried out this with Ogre ahead of but I do not know where to discover it. The sensible Software would not address this, and the vast majority of demos utilize the naive loop (evt.timeSinceLastFrame).
I've a question about this process: if i execute debug of my software, and i set a breakpoint in input technique who conduct input capture, i introduce a time delay who split the correct function of software loop. Is it ideal?
A place for customers of OGRE to debate Concepts and experiences of utilitising OGRE of their games / demos / applications.
Re: Game Loop Selections Estimate 0 login to similar to this post Publish by yellowjournalism ยป Wed Sep 30, 2009 8:23 am Okay. I will be straightforward. I'm unwilling to ask since I'm confident quite a few Other individuals have, but I have finished a lot of exploring and looking at(and doubtless not more than enough smart thinking) with out finding a sublime implementation for Ogre. I am striving to perform the same "Canonical Game Loop" algorithm as psoul's and those below:
It is just once you start making really serious use of "right" physics interactions, like rigid physique physics, that you'll run into complications.
2) Why do you go in L to ProcessLogic? Is it possible to give me just a little code snippet how you can utilize it In the ProcessLogic approach?