I think you also have to remember what C# is lacking compared to C++. If you wan't to do a real game engine a big part of it is that system layer with memory management and the likes. There you need direct memory manipulation.
I think it might work for a game engine for small and fun games but you lose a lot of performance next to C++ engines I guess
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In Topic: Game Engine Programming in XNA
06 August 2012 - 03:41 AM
In Topic: Collision Detection between non-axis aligned rectangular prisms
23 July 2012 - 04:17 PM
I don't know if I remember correctly but with 2 OBB don't you have to check 15 axis? 3 normals of the first box, 3 normals of the second box and all possibly cross products between the normals of the the two boxes? 3 + 3 + 3 * 3.
Maybe I'm overlooking something. You seem to have a good grasp of that stuff, maybe you can explain?
Maybe I'm overlooking something. You seem to have a good grasp of that stuff, maybe you can explain?
In Topic: Knowing position of object ahead of time
12 July 2012 - 08:52 AM
That is probably the most computing time intensive way if you do the whole simulation.You can isolate the code that does the simulation of how the ball moves and run it forward until it hits the ground. That's probably the best way to do it.
The movement of the ball is really simulated through the integration of its position. Usually through a differential equation of second degree (velocity and acceleration). Instead of running the whole simulation you just have to compute to the time step when the Y coordinate becomes 0.
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