Object colors To render objects textures and models and their colors, first pick 16 bit or RGB method for selecting the color. There are color zones. Basically, three dimensional textures with static fiiltering, which translates the two dimensional picture into a polygon mesh. The poligons are just custom triangles, but they are also triangles with angles that have to be set as well. There are no random angles. And most polygons have more than one color, or multiple of the similar type. To render object colors, they have to be first properly resolution pixel assigned. int render_color(int object_id,, int red, int green, int blue) { draw(red, green, blue,object_id*10);; return last_draw(); } Called right after assembly assignment: int re_fresh_resolution(int first, int second, int red, int green, int blue ) { draw_pixel(820,640,draw( red, green, blue , 1)); return last_draw(1); } Along with: class ColorNode { ...
Object is either two dimensional, or three dimensional. Even abstract ones. People imagine c++ game objects as a part of a class on a graph chart, to understand the game and development mechanics. But they are really two dimensional, iso metric or three dimensional. They can be seen on the level or the level map, in other words, about 90% of used classes. Even server objects can be seen on the game, if there is any blue print or underlying real world net working mechanism. So in other words, the class objects can be used in game. They have to be dimensional. //PvE class Monster { std::vector<int> head_memory{}; std::vector<int> body_particles{}; public: int get_memory(int element); int get_particles(int element); int get_head_memory_size();; int get_body_particles_size(); }; Monster's head memory is used for AI render, the body particles list is used for rendering. 60 frames per second...