Economy is very important in MMORPGs. or in other words a structure type, how many is spent, and how spending and buying affects the global market. And market is also a very important part of economy. Market is a global structure that logs and consists all the main trade payments. By analyzing the market, buying and investing and selling opportunities arise. Another important thing are logistics, how to transport most important cargo. #include <windows.h> void market(std::string trade); void transport(std::string object, std::string table); Another important aspect of economy is mixing together two things that don't quite get along. And that is stealth and trading. This might seem insane, but it's practical and important. Trying to transport crucial expensive cargo or trading without getting stopped or ambush is a vial and viable tactic. It means using hard to trace trading routes across near main ambush sectors. Economy can also be used in single player video games, s...
Weapon metrics To make a weapon in a video game, it's more to than just make a static mesh, and then used the mesh for different situations. The real thing is the weapon model: barrel, caliber and it's most important army applications. Means making video game challenge rewards for accuracy based on the firing distance(or cutting accuracy for melee weapons). int damage(int distance, int main_damage); Car metrics A car moves by vectors, vertices and velocity. And also by weight transfer. Vectors and vertices calculate the movement of the racing car, velocity is kilometers per hour. Weight transfer calculates the steering. void Car::move(Vector* main_pointer, int weight_transfer); This is the main or most important function of the Car class. void Car::move(Vector* main_pointer, int weight_transfer) { car_mapping(main_pointer.main_value(), 2*weight_transfer); } Car metrics in other words measure logistics, and weapon metrics the weapon's structure use. Water metric...