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About Andrew1P

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  1. MOBA in C# XNA

    UDK doesn't offer code level access; code/engine source access requires an expensive Unreal engine license. If it's running slowly on your machine, you may want to investigate the [url=""]UDK forums[/url]. I would imagine they would be better equipped to help out in that regard. Best of luck!
  2. Is it acceptable to call a destructor?

    In general, it's poor form to directly call a destructor (save for the case where you're calling a parent class destructor from a child class desctructor). Honestly I've never heard of anyone doing this and I can think of a lot of things that could go wrong. For instance, if after your ~Enemy() call, you attempt to manipulate the object (either outside the class or inside the class itself), you'll have an invalid pointer. For instance: [source lang="cpp"]... // NOTE: Assumes you have a vector/array of enemies and a pointer to the projectile. for( int i = 0; i < numEnemies; ++i ) { if( checkCollision( enemies[i], pProjectile ) ) { // Destructor will be called right here in onCollision(). enemies[i].onCollision(pProjectile); } // Now you have an invalid reference to your object and this call will produce only sadness (crash or undefined behavior). enemies[i].someOtherFunction(); } ...[/source]
  3. [url=""]OGRE3D[/url] might accomplish what you need. If I recall correctly, it's written with a plugin architecture in mind so you could replace or add things as needed.
  4. MOBA in C# XNA

    If you decide to investigate using UDK, they have a MOBA tutorial that could be used to start off your prototyping/development: [url=""]Unreal MOBA Starter Kit[/url]
  5. From my understanding of some common and simple forms of cloth simulation, there is no requirement to use spring physics, but not doing so can cause some pretty weird behavior. The following article discusses a very lean and efficient method of cloth simulation that was used in Hitman: Removing the spring equation from the "satisfyConstraints()" function and forcing the distance between the two vertices to be the desired length might accomplish what you wish, assuming that you are iterating through the constraints in the proper order (top to bottom of the mesh, for instance). The relaxation used in this can also be made more accurate by increasing the number of times that you iterate over the mesh. This has worked wonders for me in the past, even on embedded platforms. Hope it helps. Best of luck even if it doesn't. :) -Andrew