In my project, I code that in a way that high coupling and low cohesion is not an option.
For example, the Create Object method has to know about the Object map and geometry
in which they are later used for navigation mesh building process.
It seems unavoidable. All the stuff in Create are unrelated. Is it a bad practice?
Or it is just unavoidable like I said.
When I put a point at "1", then drag out "2", then "3" afterwards,
Then I copy and drag 1 to 6 as a bunch of points over to 7 to 12 and so forth,
sometimes the numbers will be out of sequence.
Are there any plugins or techniques that will keep the numbering sequential
So I don't loose them because I want to use them as spatial anchors/tags/place holders what you call it when I export them to the game engine.
Posted by lucky6969b
on 17 November 2012 - 04:38 AM
I am particularly interested in using shadows in my game
So I have all of this background info
1) No background programs
3) Database calculations (Berkeley DB)
4) Cooperative pathfinding
5) 2000-3000 agents
7) Some customized algorithms
8) IK and other rigid animations
Can a mobile quad core CPU for Intel HD 2000 keep up with a minimal frame rate of 25 in this case?