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In terms of the overall high-quality of your game, there is certainly absolutely nothing to complain about, the graphics are smooth and pleasant. The general entertainment value of it for me was quite respectable, I know that any puzzle lover will adore your game, and any person else with some kind of fascination in it should have their notice held for quite awhile. Good work!

It had been created to re-build the carboniferous age in the free of charge in depth simulation for private, educational and museum use.

I've done this with my old 2nd SDL game engine, and it worked fantastic on all 4 games which i developed with it.

Good game you've here Quotation 0 login to such as this submit Publish by conkienlua ยป Tue Sep twenty, 2011 seven:09 pm Great game you've here. In terms of originality, Here is the first game of this sort which i've witnessed, and unique games are getting scarce nowadays, so kudos on that entrance. Concerning issues, the choice of 3 ranges to Participate in at any presented time gets rid of a good deal of possibility relating to having caught with a level, as well as complexity of it is very awesome, even though it does experience a tad overbearing right after awhile.

Variable stage is basically the worst detail you are able to do to the physics motor. All of them support it, but the outcomes are horrible. You drop deterministic responses, if you do the exact same action two times, the final results are going to be inconsistent.

Variable move is basically the worst thing you can do to a physics motor. All of them guidance it, but the final results are Terrible. You get rid of deterministic responses, if you need to do the exact same motion two times, the outcomes will probably be inconsistent.

That's just the data I necessary! I am shelling out some time at the moment trying to be aware of the details of that complex game loop you guys are speaking about. It's alternatively slick, imho. Many thanks a bunch!

Nearly anything and all the things that's associated with OGRE or the wider graphics subject that doesn't in good shape into one other boards.

My knowledge of how SDL renders frames is usually that, once you simply call SDL_flip (which flips the 2 video clip buffers), it will likely not flip the buffers Unless of course the graphics card is able to, So letting the graphics card to Screen the game in a variable framerate without the need of impacting the pace of your game loop.

A place for customers of OGRE to slot discuss Suggestions and experiences of utilitising OGRE in their games / demos / applications.

By assessing the amount of time is still left following every thing in the loop system other than rest is done, the length of time to snooze could be set to simply the appropriate sum to keep the game functioning at a continuing pace.

Hence the Show is functioning at a fixed charge (keep an eye on refresh level), as well as the game loop pace is impacted since it needs to anticipate the vertical retraces to arise right before carrying out any other graphical operations.

I think what you're inquiring is "how do I roll back the world" like in that gafferon submit? For anyone who is utilizing a physics lib that supports such a factor (not a lot of do), Then you definitely just roll it back and obtain the up-to-date transforms through the physics lib and set your graphics item positions as ordinary.

That is my previous excellent Reminiscences of OGRE about fourteen yrs in the past, I'm undecided anybody curiosity with it at present.

Velocity smart, there isn't any variance. It really is just much better to keep the Manage yourself and let Ogre manage what it does finest: rendering.

I have not experimented with that tactic -- interpolating into a situation a la the tactic that Rak'kar used in his OgreInterpolationDemo must perform just good. See the RakNet website with the resource (It truly is while in the library obtain).

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