Advertisement Jump to content
Sign in to follow this  
keepoffthegrass

[.net] Artificial Engines

This topic is 4583 days old which is more than the 365 day threshold we allow for new replies. Please post a new topic.

If you intended to correct an error in the post then please contact us.

Recommended Posts

Hi, I have a question regarding Artificial Engines the .NET collection of libraries I'm about to start writing my first .net game The game is a simple "Thrust" clone - i.e. a spaceship game with Newtonian physics. I have a ship class which will contain a collection of engine objects. The engines know their location relative to the center of mass of the ship and they also know their orientation. From this i hope to produce some interesting rigid body motions for rotation etc The ship object will also manage its crew, power and weapon etc etc So I'm approaching my game objects from an OOP point of view. How would the Artificial Engines physics engine fit within this model? How would I use the Artificial Engines rendering methods Every example I've seen doesn't seem to approach the game itself in a very OOP way I appreciate any comments

Share this post


Link to post
Share on other sites
Advertisement
Sign in to follow this  

  • Advertisement
×

Important Information

By using GameDev.net, you agree to our community Guidelines, Terms of Use, and Privacy Policy.

GameDev.net is your game development community. Create an account for your GameDev Portfolio and participate in the largest developer community in the games industry.

Sign me up!