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The two key benefits that I constantly hear lauded about entity systems are 1) the easy construction of new kinds of entities due to not having to tangle with complex inheritance hierarchies, and 2) cache efficiency. Note that (1) is a benefit of component-based design, not just ES/ECS. You can use components in many ways that do not have the "systems" ...


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This fully depends on the developer at hand and how well the person knows the coding language. Assuming you can definitely do the art side of things, I'll go ahead and list some pros and cons of both engines. Game Maker Studio: Pros: Very, very fast prototyping. Very beginner-friendly coding language called GML. Extremely welcoming community. Cons: ...


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If the final shader outputs the image to the framebuffer, have a look at the glReadPIxels function (This function is often used to create screenshots in games example 1 | example 2) If you wish to get the data from a texture (in case the texture is larger than the screen resolution, this might be a better solution), have a look at the glGetTexImage ...


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In most game engines, physics objects live in their own world, and are connected to game objects through some special logic, responsible, for instance, for copying transformations and notifying about events like collisions. Your case sounds like it requires multiple physics worlds. Most physics engines will allow you to do that, as they are designed in a ...


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Check our approach. http://dsp.agh.edu.pl/en:research:rayav Developed library utilizes beamtracing to provide user with realistic audio auralization. All audio effects are computed based on the actual geometry of a given game level as well as its acoustic properties (acoustic materials, air attenuation). The sound changes dynamically along with movement of ...


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A "total conversion" mod usually means that you are not just going to replace assets, but that you are going to change game mechanics and actor behaviors. This usually requires programming skills. What kind of skills depends on the engine. Some engines have amazingly powerful map editors which can really do a lot (Defense of the Ancients was originally a ...


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Everything is an optimization of the 4x4 matrix when it comes to 3D math. A 3x4 is about saving memory because the last column/row for non-projection matrices is [ 0 0 0 1 ]. Pure rotational 3x3 matrices are extremely convenient because you can invert them by just transposing them. For animation and camera systems, quaternions are ideal for lots of reason, ...


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The solution can be pretty simple - just add a field or flag and dont release until n bullets of your burst have been fired. in weapon: int burst = 0; when hadling event: void onFireButtonPress() { //previously simple fire(); burst = burst > 0 ? BULLETS_PER_BURST : burst; //or some other behavoiur like burst += 3 etc. } in game loop: ...


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I posted recently a response to a similar question http://stackoverflow.com/questions/24231389/struct-or-class-for-matrix-4x4-object Basically valuetypes are the way to go for storing matrices, more benefits than downsides. You may also organize a matrix to be more GPU friendly by transposing the fields directly into the matrix struct (SharpDX is not doing ...



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