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Because operations dealing with objects and their locations, such as collision detection and filtering nearby objects, are so heavily used in games, it is common practice to use one or more spatial data structures to describe your world. Some examples of these structures are grids, octrees, or the classic scene graph - a tree storing relative ...


3

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 ...


2

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 ...


1

Don't directly translate the object in response to key presses. Instead, increase the speed in response to key presses, and then translate the object's position using that speed. That way the speed changes every frame. pseudocode: float speed = 0f; float maxSpeed = 20f; float accel = .2f; void Update() { if (Input.GetKey(KeyCode.I)) { speed += accel; ...



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