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It depends on what exactly you need. I don't think it is outdated, but I would think twice about who is my target group (friends? millions of people around the world?) and how easy the development should be. If you, for example, come to the conclusion you want a game for friends and most of them use mobile devices then it may be a good idea to create a game ...


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Your question is reversed... Historically speaking, the more pertinent question is: Why is construction + intialisation conflated, i.e. why don't we do these steps separately? Surely this goes against SoC? For C++, RAII's intent is that resource acquisition and release be tied directly to object lifetime, in the hopes that this will assure resource ...


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the code that they write would access some parts of my engine through Jython, and so I assume those would have to be released under the GPL I do not understand what makes you think so. Jython is not covered by GNU GPL and never was; its current release is under terms of Python Software Foundation License, which seems to be a lax permissive non-copyleft ...


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The typical ECS way to handle this is to abstract a level in your systems layering. Your design looks something like this: render <--> transform <--> physics | / | / gameplay logic Anything that needs to know where entities are at will pull that information from the transform ...


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No. The GNU Public License is intentionally a viral license, which means derivative works must be distributed under the GPL also. Using your code as a library is a derivative work. Hence users of your game engine would need to release their game under the GPL also. If you want to let your users choose a different license for their derivative work, but ...


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I'll try to answer to the best of my knowledge, with little knowledge about the specific case of UE4, but rather on the general technique. Graph based materials are as much programming as writing the code yourself. It just doesn't feel like it for people with no background on code, making it seemingly easier. So, when a designer links a "Add" node, he is ...


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It's primarily a technical issue that most companies won't use pure vector art in their games. I know many artists who make their creations in Flash or Illustrator, only to pump out a rasterized image that gets slapped on a polygon sprite. It's just a technical hurdle that most large companies aren't too keen on trying to figure out. Below is an example ...


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I have found that fixed timesteps synchronized to 60fps gives mirror smooth animation. This is especially important for VR applications. Anything else is physically nauseating. Variable timesteps are unsuited for VR. Have a look at some Unity VR examples which use variable timesteps. It is unpleasant. The rule is if your 3D game is smooth in VR mode, it ...


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You should: bind the shader with the modelview matrix for transforming the first object bind the buffer with the vertex data for the first object draw bind the shader with the modelview matrix for transforming the second object (or use the same shader and change only matrix through uniform) bind buffer with the vertex data for the second object draw ...


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A lot of people use these programs to search for a score stored in a variable e.g int score = 10; to do this they need to know the score, ususaly from the score displayed in game. I was thinking, would this help put them off... public static float randomVal; // at start of level generate random float private float 1a3sf5vhh4; //represents score void ...


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Kiro, Imagine Mario and the Koopa shell surrounded by rectangles. Once you detect that the two rectangles are overlapping, you then need to perform per-pixel intersection testing. There are many ways to do this, all depending on the kind of engine you are using. Essentially you want to compare each pixel in one image against the pixels in the other image. ...



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