Skip to main content

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 meshes, plenty of them. The

main terrain board, the clouds, monsters, player characters, build
Ings.

void mesh2d::render_to_map()
{
    for (int index{1}; index<= 1000; ++index)
    {
        navigation.print(index);
    }
}

This is a two dimensional static mesh function, which is basically
used for drawing dynamic maps.

void mesh3d::render_to_map()
{
    for (int index{1}; index<= 1000; ++index)
    {
        navigation.draw(index);
    }
}

This kind of meshes are drawn by using the same map for
processing drawing navigation meshes to the screen. Or monitor
display. These two functions are actually quite closely related

to each other.

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() {   ...

object render, part 4

Object is either two dimensional, or three dimensional. Even abstract ones. People imagine c++ game objects as a part of a class on a graph chart, to understand the game and development mechanics. But they are really two dimensional, iso metric or three dimensional. They can be seen on the level or the level map, in other words, about 90% of used classes. Even server objects can be seen on the game, if there is any blue print or underlying real world net working mechanism. So in other words, the class objects can be used in game. They have to be dimensional. //PvE class Monster {     std::vector<int>  head_memory{};     std::vector<int> body_particles{}; public:     int get_memory(int element);     int get_particles(int element);     int get_head_memory_size();;     int get_body_particles_size(); }; Monster's head memory is used for AI render, the body particles list is used for rendering. 60 frames per second...

object render, part 3

 Making a object requires a class call, but also has to be rendered. Monster monster{}; monster = new Monster[10]; void render_monster(Monster* monster_array); The iso c++ standard says you should use classes for making objects, not structs(structures). Considering it is a standard.  With emphasis on  should , not  must . It is a standard, not a coding rule. It was set forth by iso commitee and bjarne stroustrup. Polymorphism allows us to make multiple monster arch map types. virtual void render_monster(std::string map_name, int type=0); Atch map is a data map about what all is happening in the game, like for example campaign map. It allows making archetypes. monsters, for more efficient run time memory and pointers managing bugs and random access memory. Random access memory can hold quite many objects. class BackPack {     std::string inventory_node{}; };