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Documentation Author: Niko Procopi 2020 This tutorial was designed for Visual Studio 2019 If the solution does not compile, retarget the solution to a different version of the Windows SDK. If you do not have any version of the Windows SDK, it can be installed from the Visual Studio Installer Tool AtlasEngine - Collisions Prerequisites Intro C tutorials, Basic OpenGL tutorials, and physics tutorials are required before starting the engine series main.cpp is finally clean and organized, the whole "game" consists of Level, Player, and Coin cpp files, all pieces of gameplay can be changed without looking at engine code engine.cpp uses thread buckets to update all threads, check for collision between items, and destroy threads when necessary. All Instances in the scene by using Instance Pool, and this can all be abstracted from gameplay code. level.cpp handles initializing, updating, and resetting the level. Level_Init first loads sprites and initializes pools. Then creates and Instance and Thread for Player, by setting Player's update function to Player_OnTick, to update each frame. Then Instances and Threads are made for Coin, by setting no update function, and setting collision function to Coin_OnCollide Finally, Level_Update restarts the scene when all the coins are collected. Coming Up: Build a pools for allocating data of any kind, rather than having, one pool restricted to each type of data. This will allow threads to have data "attached" to them, such as storing variables in player for health, lives, etc. This is how Crash Team Racing handles data attached to threads, such as data related to players, data related to weapons placed on tracks, etc
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