Skip to main content

What does a good game consist of? (part 15)

Lesson in physics

I think distinction of whether game physics will be real or fantasy/sci-fi is an important to make.
This is in my opinion an important aspect of a good game.


Either way gravity is a law of gravity you just have to understand and same goes formula.
It's good if you know about friction, fraction, quantum physics, and most importantly, even relativity of time, and electricity works.

Gravity is important in space games as well.

How much do you remember of this from high-school? Either way if you remember a good deal or not, this is an important reason why you should Wikipedia and Google for thorough research on math, chemistry, physics, literature, art, music and poetry.

This is the lesson I tried to get across: research your problems and you'll have much better chances at making a game. That and if you're still in school/college, don't cheat at tests and actually listen to the professor: so keep learning, no matter how much you have mastered something.

A good game is the one which teaches of many different areas of life. And being a learner gives you a good chance of making the game lesson-giving.

To conclude, physics teach us how the universe works. Also for you to be a life-long learner

Comments

Popular posts from this blog

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() {   ...

C++ and OOP in a different manner

Keep in mind this article is meant strictly for C++ game devs and not for application programmers or game devs of scripting/other languages. I have my own technique when it comes to OOP in C++. The game I'm deving right now(or we are making) is a simple windows console project. It's up to you to decide whether you'll use this technique. First let me tell you in which cases you might need this technique: if you're ready for a new look on OOP if you need a new toolset for your coding practice if you like to learn(which I clearly hope for) So, the technique then. Decide which you prefer more: classes or structures. This helps you understand what kind of objects you want in a game.

Coding and game development, part 2

 Consider the following C++ sample: int main() {     std::cout << template_1() << '\n';     return 1;      } Every moron who knows C++ would know what this means. Now consider that almost every line is a regular expression, so try to translate it into your native language, English for example; line by line in steps. ... rofl lol oO? I tried to do that with the example and my head almost had a system shutdown.