I'm writing a game using C++ and OpenGL 2.1. I was thinking how could I separate the data/logic from rendering. At the moment I use a base class 'Renderable' that gives a pure virtual method to ...
Hi I am trying to move my black colored polygon downward. But As soon as I run my application my polygon gets invisible! I think My logic of move function is wrong. Can anyone help me out in figuring ...
Every time I move the hero on my screen I increment a screenOffsetX and a screenOffsetY. These add 1 if you move right, -1 if left to the sceenOffsetX. Add the screenOffestY +=1 if down, -=1 if up. I ...
I would like to implement a safe zone for asteroids so that when the ship gets destroyed, it shouldn't be there unless it is safe from other asteroids. I tried to check the distance between each ...
Executive summary Are there any good tutorials on Game State FSMs, particularly OOP/OOD-based and not switch-statement-based? Summary Is there a practical process for creating a game state engine ...
What is the best way to separate render and game logic threads? I'd like to make logic-heavy game (ai, machine learning, and network) in which world updates 50-60 times per second. I want to ...
I'm not a dev noob, but definitely never done anything in game dev. There is a trump based card game we play in town that I plan on coding. I'll be either using python/ajax/pyqt or c++/qt. My ...