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Latest Component Activity

Check out our OO web game engine.

https://www.otakhi.com/

https://www.otakhi.com/public/document

We allow users to wrap lower level code, scripts, and GUI components into Objects that can be shared online.

Our approach is top-down using UML which is more natual since object design requirement comes f…

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Key_C0de said:
Your thread dispatching depending on granularity of work is interesting. Your multiple threads for physics integrations seems overkill to me, but you may be working on a big game, even aaa quality.

An example of when that happens (not directly physics related - could be used there too)…

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@LorenzoGatti Wow, well actually I haven't thought of that, but I think that I could easily extend the Renderer system with flag that indicates if it's needed multiple times, and then creating multiple lists in the RenderingEngine, but maybe I'll have to do a little bit of redesigning. I'm just abo…

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Kylotan and Juliean have already given great advise.  They also have helped me several times when I have questions here.

I still want to add some more …

To handle child-parent transform, I use the similar approach as Ogre3D.  My gameplay has to be split into 3 phases :-

  • set all relative tran…
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