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Awesome job so far everyone! Please give us your feedback on how our article efforts are going. We still need more finished articles for our May contest theme: Remake the Classics

#ActualBCullis

Posted 27 May 2012 - 04:12 PM

Ive been combing the forums and havnt found much generic help on the subject, mostly just highly specific topics, so here I am.

That's because it's mostly an issue of highly specific topics.  You can break the major systems down into a few categories, which may or may not be spun off into their own threads (programming threads, not forum threads).  You say you have OpenTK?  Look at the way that framework is broken down: that's about as good a high-level view as you can get in a succint answer.  Usually you'll have sub-components handling:
Graphics(shaders, cameras, animation (which can overlap with physics...) )
Physics
Input
Networking
AI
Content/resource management (level loading, scenegraphs, segment-culling or segment-pausing, etc)
...I'm sure I'm forgetting something...

And one game loop to rule them all.  The XNA base game class actually sets up a decent game loop for you: initialization, followed by a loop of update->render.  Update is where you do everything but graphics processing, basically.

So what would you like more specific information on?

#2BCullis

Posted 27 May 2012 - 03:54 PM

Ive been combing the forums and havnt found much generic help on the subject, mostly just highly specific topics, so here I am.

That's because it's mostly an issue of highly specific topics: you can break the major systems down into a few categories, that may or may not be spun off into their own threads (programming threads, not forum threads).  You say you have OpenTK?  Look at the way that framework is broken down: that's about as good a high-level view as you can get in a succint answer.  Usually you'll have sub-components handling:
Graphics(shaders, cameras, animation (which can overlap with physic...) )
Physics
Input
Networking
AI
Content/resource management (level loading, scenegraphs, segment-culling or segment-pausing, etc)
...I'm sure I'm forgetting something...

And one game loop to rule them all.  The XNA base game class actually sets up a decent game loop for you: initialization, followed by a loop of update->render.  Update is where you do everything but graphics processing, basically.

So what would you like more specific information on?

#1BCullis

Posted 27 May 2012 - 03:54 PM

Ive been combing the forums and havnt found much generic help on the subject, mostly just highly specific topics, so here I am.

That's because it's mostly an issue of highly specific topics: you can break the major systems down into a few categories, that may or may not be spun off into their own threads (programming threads, not forum threads).  You say you have OpenTK?  Look at the way that framework is broken down: that's about as good a high-level view as you can get in a succint answer.  Usually you'll have sub-components handling:
Graphics(shaders, cameras, animation (which can overlap with physic...) )
Physics
Input
Networking
AI
Content/resource management (level loading, scenegraphs, segment-culling or segment-pausing, etc)

And one game loop to rule them all.  The XNA base game class actually sets up a decent game loop for you: initialization, followed by a loop of update->render.  Update is where you do everything but graphics processing, basically.

So what would you like more specific information on?

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