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goowik

Member Since 03 Jul 2012
Offline Last Active Aug 06 2012 10:16 AM

Topics I've Started

trading card game skill system

07 July 2012 - 07:45 PM

Hi,

So I'm starting to create a simple 'trading card game'.

I have no issues with the simple 'attack damage' reducing players health, but how should I implement a skill system?
For example a card cost 2 mana. That card has a skill which says if you play 1 more mana you can draw a card.

How to implement this? Also how to store these skills for later use?

I mean I'm still wondering how I should save my cards. XML isn't really secure but can be easy to test out stuff.
So whats your opinion on this?

Kind regards

Rendering possibilities

03 July 2012 - 08:09 AM

Hi,

I've started learning OpenGL a few days back and love it Posted Image
It's been a few months to almost a year I've been creating games in 2D, time to change!

As of now I always created my primitive objects with an immediate rendering coding
For example:
glBegin(GL_TRIANGLES);
glColor3f(1, 0, 0);
glVertex2f(-0.5f, -0.5f);
glColor3f(0, 1, 0);
glVertex2f(0.5f, -0.5f);
glColor3f(0, 0, 1);
glVertex2f(0.5f, 0.5f);
glEnd();

After reading some articles on performances I found out there are several more rendering "patterns". There is:
  • Display lists
  • Vertex arrays
  • Vertex buffer object
  • and Immediate
Does it come to personal preferences when choosing one of them? Or is there a major difference?

Also let's say you have a cube. How can you cull 3 of the invisible sides and make it change each time you move around it.
Is this coding different per rendering pattern?

Kind regards
Peter

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