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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
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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

Marketing

 It's hard to market a game, as it requires a big budget and business skills. Triple A or AAA games are most selling, because multi million dollar investment, corporate work and insanely large development teams. Consequently, many enterprise corporations have a lot of money to invest into marketing as well, which is why their in development games get most inter net attention. Marketing requires precision of knowing where your ads are going to be stored. It is one thing to know the main web sites using you ads. Another thing is to know where the actual data is stored. Information flows through the computer by the use of multi type use chips. Information is very many times shifted by random access memory and the central processing unit. These are affected by all ads on your computer, all displayed while web surfing, which are all related to marketing sites such as google. It is quite wise to use google ads as they are connected directly into the google searching engine in the actual

Information files

Binary code is very important in the game development. It translates basically any programming language into hardware code. Information files are used for computer system manage ment. The information is used in operating system function, and the operating system being used for a video game heavily affects the hardware with which the game is being used with. The hardware affects the software code functions, which connect with wiring directly to the source code of the game's bug executable. Without information, data cannot operate and cannot be used. Information files are mostly used as .sys or system files. They do not imply actual operating system data however.  Information and data files consist a level. They structure it, and restructure and make it constantly increasingly consistent. Which means consistency brings more stable three dimensional data banks. At the top of the computer frame work, this results in more stable game servers and three dimensional game engine functions.

Level design basics, part 16

 MAP DESIGN A map design is a part of a level design. An essential part, actually . It covers a lot of level parts from the top down view, including AI script and objectives. Index mapping: is a technique used for design ing and generating maps. Use small numbers: 0, 1 and 2. To generate a informational file that holds the level. As core mapping. Some where near the maps middle. 0 0 0 1   0 0 0 2 0 0 0 1 This is a terrain generation pattern, that makes the engine draw the map, on the three dimensional monitor screen. Information is process ed through the game; from the processor and random access memory into numerical draw. A good user interface, has good map graph ics and a two dimensional map. This is important, because all level information data is stored in the same file: the three dimensional level map AND the two dimensional carryable map. The latter is basically terrain sequence patterns forming map with artificial intelligence positional movement. Business map is an important m