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Showing posts from October, 2024

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