As I program this thing I will post code from different components and explain.
I want to make a 2D game which involves displaying some debug information. Especially for collision, enemy sights and so on ...
First of I was thinking about all those shapes which I need will need for debugging purposes: circles, rectangles, lines, polygons.
I am really stucked right now because of the fundamental question:
Where do I store my vertices positions for each line (object)? Currently I am not using a model matrix because I am using orthographic projection and set the final position within the VBO. That means that if I add a new line I would have to expand the "points" array and re-upload (recall glBufferData) it every time. The other method would be to use a model matrix and a fixed vbo for a line but it would be also messy to exactly create a line from (0,0) to (100,20) calculating the rotation and scale to make it fit.
If I proceed with option 1 "updating the array each frame" I was thinking of having 4 draw calls every frame for the lines vao, polygons vao and so on.
In addition to that I am planning to use some sort of ECS based architecture. So the other question would be:
Should I treat those debug objects as entities/components?
For me it would make sense to treat them as entities but that's creates a new issue with the previous array approach because it would have for example a transform and render component. A special render component for debug objects (no texture etc) ... For me the transform component is also just a matrix but how would I then define a line?
Treating them as components would'nt be a good idea in my eyes because then I would always need an entity. Well entity is just an id !? So maybe its a component?
I want to start learning Level Design, so what are the main topics I have to learn about specifically? since I learn on my own, so I don't want to drop something that could be important, and if there are some suggested books or courses to start from.
Greetings to you all,
I intend to build a 3D engine in C++ (I'm experienced with C++) targeting PC (OpenGL for sure and maybe Direct3D too), mostly as a hobby and to learn how it works at a low level. I've done some research and come up with these two books:
3d math primer for Graphics and Game Development (2nd edition)
Game Engine Architecture (2nd edition), By Jason Gregory
Also at first I want to use an existing physics engine like physx or bullet and then maybe go for developing my own one later after I put the rest of my engine together. Now since for sure there are a lot of experienced people here I want to ask you which other books/resources do you recommend I study to help me implement my engine.
I am looking to learn C++ in Unreal so have commenced the tutorial '3rd Person Battery Collector Power Up Game'.
It is on the 3rd video of the series that I have come across an issue. In the screenshot I have attached labelled 'picture 1', this is the tutors class which is correct. My screenshot 'picture 2' is where I see some issues.
- my #include is in a grey colour font. It should be red right?
- I also do not have a #include "BatteryCollector.h" in my class also. In the tutors example this line of code is present.
Can anyone help me with why I have these issues. I am using Visual Studio 2015 as well. I thought would using VS'17 help so I installed this today. I have yet to try this out with that though but then I thought. Shouldn't it work fine on VS'15 anyway, would using VS'17 make much difference at all.
I am very keen to work through this tutorial today so if the forum might be able to help me I would be so so grateful.