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 ...
I'm currently planning a simple online multiplayer game. And here is the question. Does it make sense to make the whole game logic on the server and just send the input from the client to the server? ...
I've got a game object i need to rotate. It's current angle is player.rotation, the destination is targetAngle, both in degress, 0 to 359. I've got a function named rotateDirection(float sourceAngle, ...
I'm working on a simple block-based puzzle game. The game play consists pretty much of moving blocks around in the game area, so it's a trivial physics simulation. My implementation, however, is in ...
So I'm thinking about making snake game. I started thinking about it. I figured out almost everything, but I have found one fundamental problem I can not fix myself and I need your help. The logic ...
I noticed in Unity3D that each gameObject(entity) have its own renderer component, as far I understand, such component handle rendering logic. I wonder if it is a common practice in entity/component ...
I'im thinking of building a text-based browser game. A racing game.like F1 or rally. users can set-up a car. thinks like tyres, fuel, driver,brakes. every attribute gets a value. the part where i ...