Skip to main content

Posts

object oriented programming

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);     
Recent posts

weather render

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

object render

To render objects with c++, it is first required to load them on the engine's heap. After loading the object it has to be integrated into the game engine's allocated memory. void integrate() {     direct_x_node.call(); } Modern games(after doom 2) take an insane amount of heap memory. Integrating all the objects on the level, can take 400 mb or random access memory (ram). The same memory has the chip effect on the working of the central processing unit. To completely render the object, the first step is to load all the textures, shadow models, parts, particles, inner model, render the object on the level map, all the corelations with the heuristics. It is very hard to render the inner part of the objects, such as anatomy or infra structure. While it is perfectly fine to just render the inner part to not be displayed.  The anatomy of a player character or non player can be seen on the outside, and the internal strurcture of a level object such as a building, including the walls

c++ level render

Game levels are usually quite big, which is why they takes a lot of time to render and draw. Render here means the first draw, which is done in the loading time. However, the level has to be redrawn in the game time. But the problem is, that data actually changes and quite fast too. Not only computer, but only random access memory, cloud data, game mission data and server side data. Technically speaking, this means it has to be re render ed, even though the level data stays the same. This means maintaining movement data. At first glance, level might seem like a huge pile of data that has to be loaded once, but that is not entirely the truth. Memory information and memory data have to be used for data memory processes, such as artificial intelligence, moving characters, weather, animations, models, score board and game level HUD. void render_start_level(std::string level_name,  Level& instance) {         Level.load_from_file(std::string "data " + level_name);;         stac

static mesh render

Static mesh is a data compound of a three dimensional object in time and space. To render one, it takes a one big storage file that contains all the data about the object. That data has to be stored on a disk drive. The really tricky meshes to render are the flying ones. It's a completely different air pressure. The data gets written to a game memory log, it's a massive multiplayer online game, otherwise in the cloud, like Steam. To render one, the data from the level and monster data files to the monitor handling chip. Monitor handling chips vary based on personal computers, lap tops, operating system, processor and graphics car. Before a three dimensional object can be rendered it has to be fixed on memory, either random access memory or the disk drive recovery point. A three dimensional object data can take quite a large amount of memory, especially those used multiple times. Steam Cloud has it's own of handling data, so that it is persistent. A level is made of static m

drawing with c++

Drawing with c++ is hard, because you'll need at least directx 12 or unreal engine. So it's hard to get started. Because c++ windows programs and unix command line uses drawing to screen methods to generate text, drawing three dimensional text works similar way. int draw(std::string shape) {  if (shape == "circle")  {     window.draw("|---------");  } } Very important part of c++ computer drawing: #include <windows.h> #include <math.h> The printer chips are used for binary code hardware translation. These move the assembly chips data connected to central process unit and graphical unit. To draw a graph ruse window screen, it is required to use straight lines, drawing in three dimensions requires use of two dimensional polygon lines.  The program function above draws a 10 cm horizontal line to the main used window. Windows then processes that data and sends it to the assembler, which manages binary and script code. c plus plus is a very strong and

new memory c++

C++ has a very good way of handling memory. It uses the double stack and double heap. They are both supporting the central drawing and processing unit.  A good computer has a solid graphical processing unit. It prints memory banks to the screen. You have to keep in mind that monitor screen of computer is not 100% hardware either. It is run by screen windows console printing program, stored in the computer's printing library chip. New memory is add ed on heap and stack. To copy it, you have to access the direct memory storage. New memory, how ever stored, even one unit takes tons of random access memory. Which also affects the storage on the hard drive. New memory and dynamic memory are not exactly the same thing. Dynamic memory is adding to the heap temporary memory, new memory is add ing neural memory into the computer. There are two most basic types of memory in the computer: cyber data computative and neural, like the one used for functioning in the human brain. Memory is very i