Tag Info

Hot answers tagged

4

The particles themselves associated with a particular effect shouldn't be tied directly to the object. While there is never a 100% use-case scenario, this still applies to most situations. Your object itself shouldn't be managing the life-cycle of a particle effect, though it may be the instigator for spawning particular effects in the world. So, in your ...


3

The draw order often implied by tutorials, where you do something like this: for each object: for each pass: apply pass state draw object is actually backwards from how it makes sense to do it in a "real game" context. Rather, you'd be more likely to do something like: for each pass: apply pass state for each object (grouped ...


2

Do not have a client talk to a database server. The client talks only to the frontend game server, and nothing else. That server then distributes client requests to the appropriate backend server. The frontend servers and (most) of all the other servers are distributed geographically. Not distributing the front-end server as in your diagram defeats almost ...


2

Yes. It is a very efficient way for game systems to communicate with each other. Events help you decouple many systems and make it possible to even compile things separately without knowing of each others' existence. This means your classes can be more easily prototyped and the compilation times are faster. More importantly, you end up with a flat code ...


1

Certainly you could just wrap your D3D usage up into a namespace containing free functions and that would be fine. It's not wrong, per se, but it does have limitations. D3D is inherently object-based, and those objects store state. By hiding it behind a free-function façade you'd actually remove flexibility (you could create more D3D devices but you can't ...


1

Game engines often provide an interface for their renderer. This hides specific implementations for Direct3D/OpenGL/GCM render code. The main advantage to this is that you can have classes/wrappers for each graphics API but you only ever use the same renderer interface regardless of the target platform. Classes are generally used for their polymorphism ...


1

It's not very clever—basically you update the data in memory and then call direct3d/openGL/whatever to do a new render at each update. A single rendered image is called a frame. So in a video game, you render like 50 frames in a second (written 50 FPS). As Raxvan, I suggest you to read a book about computer graphics as the subject is vast and cannot be ...


1

I'm not sure if this is new since the answers in 2012, but Unity actually does have support for timeline control via the (Legacy) Animation Editor. Although this feature is intended mainly for animating object parameters with curves, it includes the ability to trigger scripts on Animation Events. These scripts could drive your graphics and audio.



Only top voted, non community-wiki answers of a minimum length are eligible