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6

In general, it's not a bad idea to separate the game mechanics from their visual representation. When you have a game logic which is completely oblivious to how it is displayed on the one hand, and a graphic engine which creates a visual presentation of the current game state but doesn't care about how this state is created on the other, your code will be ...


4

I won't say it is impossible, I will say it seems impossible but I love the idea and you should definitely try it. I would start with duplicating the question on http://photo.stackexchange.com/ As for what techniques I would try: make a photo with a high contrast lightning, probably achieved by some back-light, e.g. a lamp hidden behind one of trees (or ...


4

I'd go for option B, and yes this will require that you slighly modify the base classe(s) of you renderable objects so it contains at least the following: A 2D vector for the position; A Z-coordinate for depth sorting. Using layers (option A) might seem to be a good idea when you start, but it's not necessarily the best option. This way your objects ...


4

Option A seems best to me. I don't do much in 2D, but isn't the draw order what's really important? Each item has an index, things added last get drawn last therefore being on top. You can give the user the option to change the order ("send to back", "bring to front" type things). I don't know how you're using lights, but it seems like those could be at ...


3

Generally you should prefer composition over inheritance where possible. In this example I would not have Sprite as a base class that game objects derive from. Whether to draw a sprite or not would just be a property of the Entity object. I might have Sprite and Text following a Drawable interface, and just associate them with Entities as appropriate.


3

Perhaps I´m over thinking it. Yes, you are. Transformation being done in shaders is meant to be literal. "Transformation" in this case being the application of some transform to the various per-vertex attributes. Where that particular transformation comes from is generally irrelevant to the shader. It is given a transformation, and it applies it to the ...


3

Generally speaking, most people plug in a 45 degree angle in for the FOV. If you do this, a camera is then usually positioned just far enough away to include everything in the scene. No default on this distance because scale is so arbitrary in a 3d virtual world. There is a concept of a default lighting rig where you have 3 directional lights. One lighting ...


2

I think following link become useful to you in managing multiple scene in single game. https://sites.google.com/site/matimdevelopment/creating-and-managing-scenes Also in AndEngine forum, we discussed about this topic that link I provide to help other guys. http://www.andengine.org/forums/gles1/how-to-manage-multiple-scene-t10350.html


2

Most levels in 3D platformer games are built on a 3D grid. The old Tomb Raider games are very obvious about this. (Press forward and the character moves one square every time, you know you can jump 3 squares if you are running but only 2 if you are standing, etc.) Even more recent examples, such as Darksiders 2 follow the same idea. The character has a ...


2

The Game State Management sample that deals with screen transitions can be found here. (The MSDN site recently updated their App Hub url's so I'm guessing a lot of links will be broken for a while) Personally I find some of the code to be too complex for beginners, with the constant use of events to be fired when menu items are clicked, and layering of ...


2

The AndEngine documentation states that a Scene is nothing more than a mere container for a specific game state. Logically, if it makes sense for each "level" to be a state - (they are distinicntly different and require some complicated setup or it's just easier), just drop the scene. A scene is a self-contained state - just make sure to be careful that ...


1

Model, View and Projection matrices are passed as uniforms to the vertex shader, which uses them to transform vertex coordinates and normals. Typically projection matrix is constant between frames, view matrix is calculated once per frame and model matrix is unique for each object. Model matrix is in world space. This is of course not the only way to do ...


1

Instead of using mScene.setBackground(background) take a look at background.attachParallaxEntity(). The AndEngine example for autoparallax is a good example on how to do this. Here's the critical part: final AutoParallaxBackground autoParallaxBackground = new AutoParallaxBackground(0, 0, 0, 5); final VertexBufferObjectManager vertexBufferObjectManager = ...


1

You are approaching the problem from the wrong side. You don't have a scene graph and need to integrate physic engine. You are using a rendering library that uses a scene graph and want to also use a physics library that does not use a scene graph. How about you step one step back and stop thinking about the solution domain (scene graph) and start thinking ...


1

Consider to use component-based game object system: http://stackoverflow.com/questions/1901251/component-based-game-engine-design It is very flexible and modern approach which is good for middle- and big-sized games.


1

It is possible to create an adventure based on real photos. The question which is better, comic/hand-drawn style or realistic, depends on the style and content of your game. Myst is a fairly old but also popular example of realistic adventure games. There are plenties of free solutions which helps you to create such a game. If you are interested in the ...


1

I currently implement Option B in my engine, but it was built from the ground up with z-indexes in mind (and in C++). 2D Vectors are just 3D Vectors with the third parameter set to 1, so refactoring a z-index into your 2D vectors wouldn't be hard. See SourceMaking.com's page on the subject (Well, not really, it's for adding a parameter to a method, but it ...



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