New answers tagged

1

There's no one right answer for communication between different domains of any piece of software. In your case, it sounds like you want something like an "event" system. You should give your systems the ability to subscribe to events that other systems "raise" with information about the event. The Observer Pattern is a common pattern when implementing events....


4

Your first check is likely to be a LoadLibrary call (or equivalent for your platform) for the Vulkan DLL: HMODULE vulkanDll = LoadLibrary("vulkan-1.dll"); Then you'll want to acquire the pointer to vkCreateInstance. PFN_vkCreateInstance vkCreateInstance; // ... vkCreateInstance = GetProcAddress(vulkanDll, "vkCreateInstance"); Then you'll want to fill ...


1

The problem is in your game loop You are limiting your rendering fps to your game world fps. You should update your world on a fixed timestep and either leave the render timestep to vsync or limit to something like 60.. You're using non floating point variable types where you should be using floating point math. This adds imprecision and can cause ...


2

Generally game mechanics should not behave differently depending on whether or not the player observes the event. The player expects that the game mechanics outside of their field of view behave exactly as those inside their field of view. It is very immersion-breaking when they leave an area, enter it again shortly afterwards and apparently in the mean-time ...


-3

If your game character moves forward in VR without you physically moving, your brain will get confused and you will get motion sick. Most VR games get around this by teleporting you so you don't really "move", but this requires the games to be made for VR.



Top 50 recent answers are included