Latest Component Activity
Check out our OO web game engine.
https://www.otakhi.com/public/document
We allow users to wrap lower level code, scripts, and GUI components into Objects that can be shared online.
Our approach is top-down using UML which is more natual since object design requirement comes f…
Key_C0de said:
Your thread dispatching depending on granularity of work is interesting. Your multiple threads for physics integrations seems overkill to me, but you may be working on a big game, even aaa quality.
An example of when that happens (not directly physics related - could be used there too)…
@LorenzoGatti Wow, well actually I haven't thought of that, but I think that I could easily extend the Renderer system with flag that indicates if it's needed multiple times, and then creating multiple lists in the RenderingEngine, but maybe I'll have to do a little bit of redesigning. I'm just abo…
Kylotan and Juliean have already given great advise. They also have helped me several times when I have questions here.
I still want to add some more …
To handle child-parent transform, I use the similar approach as Ogre3D. My gameplay has to be split into 3 phases :-