I'm kind of late to this party but I thought I would ask anyway as I haven't found a concrete answer.
When creating a game engine, when should you choose one methodology over another (more specifically OOP and DOD)?
Which areas benefit from DOD?
Which areas benefit from OOP?
Do people typically mix multiple methodologies throughout a project?
I.e. certain sub-systems created in one, and others in the another?
DOD - Data Oriented Design
OOP - Object Oriented Design
Memory Trees is a PC game and Life+Farming simulation game. Harvest Moon and Rune Factory , the game will be quite big. I believe that this will take a long time to finish
1 experience using Unity/C++
2 have a portfolio of Programmer
3 like RPG game ( Rune rune factory / zelda series / FF series )
4 Have responsibility + Time Management
and friendly easy working with others Programmer willing to use Skype for communication with team please E-mail me if you're interested
Split %: Revenue share. We can discuss. Fully Funded servers and contents
and friendly easy working with others willing to use Skype for communication with team please E-mail me if you're interested
we can talk more detail in Estherfanworld@gmail.com Don't comment here
Thank you so much for reading
More about our game Memory Trees : forget me not
Thank you so much for reading
Ps.Please make sure that you have unity skill and Have responsibility + Time Management,
because If not it will waste time not one but both of us
Hello. I am coding a small thingy in my spare time. All i want to achieve is to load a heightmap (as the lowest possible walking terrain), some static meshes (elements of the environment) and a dynamic character (meaning i can move, collide with heightmap/static meshes and hold a varying item in a hand ). Got a bunch of questions, or rather problems i can't find solution to myself. Nearly all are deal with graphics/gpu, not the coding part. My c++ is on high enough level.
Heightmap - i obviously want it to be textured, size is hardcoded to 256x256 squares. I can't have one huge texture stretched over entire terrain cause every pixel would be enormous. Thats why i decided to use 2 specified textures. First will be a tileset consisting of 16 square tiles (u v range from 0 to 0.25 for first tile and so on) and second a 256x256 buffer with 0-15 value representing index of the tile from tileset for every heigtmap square. Problem is, how do i blend the edges nicely and make some computationally cheap changes so its not obvious there are only 16 tiles? Is it possible to generate such terrain with some existing program?
Collisions - i want to use bounding sphere and aabb. But should i store them for a model or entity instance? Meaning i have 20 same trees spawned using the same tree model, but every entity got its own transformation (position, scale etc). Storing collision component per instance grats faster access + is precalculated and transformed (takes additional memory, but who cares?), so i stick with this, right? What should i do if object is dynamically rotated? The aabb is no longer aligned and calculating per vertex min/max everytime object rotates/scales is pretty expensive, right?
Drawing aabb - problem similar to above (storing aabb data per instance or model). This time in my opinion per model is enough since every instance also does not have own vertex buffer but uses the shared one (so 20 trees share reference to one tree model). So rendering aabb is about taking the model's aabb, transforming with instance matrix and voila. What about aabb vertex buffer (this is more of a cosmetic question, just curious, bumped onto it in time of writing this). Is it better to make it as 8 points and index buffer (12 lines), or only 2 vertices with min/max x/y/z and having the shaders dynamically generate 6 other vertices and draw the box? Or maybe there should be just ONE 1x1x1 cube box template moved/scaled per entity?
What if one model got a diffuse texture and a normal map, and other has only diffuse? Should i pass some bool flag to shader with that info, or just assume that my game supports only diffuse maps without fancy stuff?
There were several more but i forgot/solved them at time of writing
Thanks in advance