Object oriented programming is a sound and bold approach to c++ and internet wiring application and video games. It reduces a lot of code messes, made by global and half global functions. One of the more advanced object programming techniques are private access, poly morph and object message inheritance. It is set by c++ bjarne stroustrup and iso isometric standard convention comitee to use classes instead of structs and structures for making objects. Which means you most definitely should , but not must or have to. class Monster { std::string memory_attributes{}; public: void treck(); void track(); void trace(); }; The treck() function makes the monster roam and do human like jogging and trimming. track() means the monster goes ai path tracking and trace() means it tries to find other monsters in the area. class Weapon { std::string memory_attributes{}; public: void use(); }; void Weapon::use() { for(;;) { weapon_shift(memory_attributes);
One of the hardest thing to render in a video game are storm clouds. Realistically, electric bolts are high voltage, means they kill a human on contact. Which is why they are hard to implement in a video game. Making a realistic weather in a video game is hard, because what has to be rendered are floating clouds. Clouds can also some tines cover the actual level map, and all the data scans related to it. Water clouds are made of steam water, which can deeply affect the cloud data which is internet and ethernet facilities. Weather render is a process. Whether dynamic or very static, changes dramatically over very short spans of time. If you carefully observe the clouds, you'll see how fast they are moving. Clouds also affect the satellite pictures. Weather storm clouds produces electrical storms through an electromagnetic pulse in the water. Thunder bolts are considered high voltage and are lethal on contact, and can hit water as well. A really cool weather system is made in Darkfal