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You are possibly conflating two separate things. I'll explain them below, but first I'll strongly note that you should spend some time playing around with existing game engines and get a sense for how they solve problems before trying to write your own game/engine from scratch. Transform Hierarchies Most engines have some form of hierarchy of transforms, ...


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There's not much mention of the nitty gritty because basically this is the hard part, and it depends on your situation. A* is an easy algorithm to implement but translating from real world maps to actual data nodes is not a pleasant problem. The approach I use in my game is to use collision detection to fill up a big 2d grid with the unblocked areas. But ...


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I am going to give a non-Ruby answer, because I don't know Ruby. I would have lots of classes for this: MenuOneController MenuTwoController MenuOneView MenuTwoView InputNames The controllers navigate the menu. Pressing up and down changes the selected item, pressing enter selects the item. Selecting the item would call code elsewhere to perform the ...



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