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Showing posts from October, 2024

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() {   ...

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 ...

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_n...