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That is definitely backwards from my prior assumption. SO, am i able to please get a third and fourth feeling on which type of game loop to use for your large-efficiency, velocity-steady game loop? Will probably be greatly appreciated.
I have accomplished this with my outdated 2nd SDL game motor, and it labored great on all four games which i created with it.
so0os wrote:This appear marvelous! Ogre samples must discover from you, they're all so boring and grey and stuff
g. an editor utility), it is best to manually refresh Each individual render target only when expected by calling RenderTarget::update, or if you wish to run your individual render loop you may update all targets on demand from customers working with Root::renderOneFrame.
So I have two versions of the loop. Whilst I even now Feel the custom loop is much better than startRendering(), a Notice within the API suggests in any other case:
The program continues to be not attribute finish (such as, there's no animals in any respect at this time), and it will definitely include some system bugs and articles problems due to early condition.
In the long run the people voted for ATOM from the showcase contest, fulfilling us with the 1st prize! Which was a tremendous surprise, Specifically that really great games were being revealed.
My idea of how SDL renders frames is, 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, Consequently permitting the graphics card to Show the game at a variable framerate without the need of affecting the speed on the game loop.
So whenever you contact it it may or may not flip the buffers. Your code can carry on to complete stuff while it waits. But any SDL graphics call will lock up when there is a queued up flip waiting around.
How does this perform with Bullet or other physics libraries? It looks like someone slot mania olympus else has completed this with Ogre in advance of but I do not know where to discover it. The sensible Software does not handle this, and most of the demos make use of the naive loop (evt.timeSinceLastFrame).
Therefore the display is managing at a hard and fast charge (keep track of refresh amount), as well as the game loop speed is impacted because it has to look forward to the vertical retraces to manifest before doing any other graphical operations.
I feel what you are asking is "how can I roll back again the globe" like in that gafferon submit? In case you are using a physics lib that supports this kind of matter (not a lot of do), Then you certainly just roll it back and have the up-to-date transforms from your physics lib and set your graphics item positions as usual.
This can be my previous fantastic Reminiscences of OGRE about 14 decades in the past, I'm not sure anybody desire with it at present.
It is really only once you start creating serious use of "appropriate" physics interactions, like rigid physique physics, that you're going to run into challenges.
two) Why do you move in L to ProcessLogic? Can you give me a little code snippet how to use it In the ProcessLogic approach?