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?
Game Architecture
Started by superman3275, Oct 26 2012 06:56 PM
2 replies to this topic
#1 Crossbones+ - Reputation: 1373
Posted 26 October 2012 - 06:56 PM
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Here's Breakout:
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If you need some photo editing done, contact me:
superman3275@gmail.com
if you want some programming help, or are recruiting for a game development team, either PM me on here or email me up there
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#3 Members - Reputation: 878
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".
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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