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Member Since 13 Nov 2011
Offline Last Active Dec 02 2012 05:19 PM

Posts I've Made

In Topic: Camera, Player, and GameObject Architecture

02 December 2012 - 04:56 PM

Not sure, but it was the first thing that came to mind.
The way I would do it is every frame, get the camera to get the Transform component of the Entity it is attached to, and then, before you draw anything, push a Transform onto the stack, translate everything to that Transform location, THEN draw your stage, pop the Transform, and then draw your GUI or what have you.

In Topic: Camera, Player, and GameObject Architecture

02 December 2012 - 01:41 PM

If you are using component-entity architecture (not sure if you are since you didn't specify), you could just create a CameraComponent and attach it to any entity with a Transform (x, y, scale) component. This allows you to attach the camera to any entity.

In Topic: Use of Signals for card game

09 April 2012 - 01:18 PM

I'd just recommend a plain old consumer-producer model - but I use that pretty much everywhere c:

In Topic: Action on MouseClicked vs MouseReleased

08 April 2012 - 05:55 PM

Definitely MouseReleased. ><

In Topic: Game Engine or not?

08 April 2012 - 10:36 AM

OK so, IGNORING XNA since it doesn't want to work for me, can someone give me a display solution that could render both 2d *AND* 3d graphics (obviously not at the same time) on demand for C#/.NET? Thanks. :3 I was thinking DirectX and passing in a Gtk# Handle to a DrawingArea.