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Game Architecture


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#1 superman3275   Crossbones+   -  Reputation: 1373

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Posted 26 October 2012 - 06:56 PM

I saw a lot of people on here using Physics and Collision Subsystems, so I'm making my own (Hence the Algebra Program thread) for my game. How do you handle this? I was thinking about having a MainGame class that was composed of a Physics subsystem, a Linear Algebra Subsystem, and a Collision Detection Subsystem along with a StateMachine. (That's excluding the Windows, Player's, etc.). Is this the right way to go? How do you generally structure your games?
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#2 ultramailman   Members   -  Reputation: 818

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Posted 26 October 2012 - 07:18 PM

I structure my game like this:
game
world
game object
physics (this includes collision)
graphics
event
sound
file

#3 Goran Milovanovic   Members   -  Reputation: 878

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Posted 27 October 2012 - 01:21 AM

Focus on the collision system first.

That system should be able to produce a set of collision points, which can than be consumed by both your game logic, and your physics subsystem.

The physics subsystem can then use the points to calculate and apply the proper force vectors, for all the relevant "physics bodies".
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