Skip to main content

directx coding, part 7

There is a problem with united states army making video games, which
is making a pilot modification engine, which controls the machine gun
in the airplane. If you ever liked playing naval video games in one hand

keyboard keys and in the other hand the instruction manual, you can as
well forget about it, you won't get far. The basic idea here is to
focus on the game instead, but the problem arises with the

aforementioned pilot modification engine. If we return to part 2 of
this serious, it is important to remember and keep in mind the graph
resolution and how it will display things on the computer monitor.

Resolution graphs are important for printing to the screen and for
making proper pilot machine strain engines. This is one of the main
problems of the United States Army, when it comes to making video

games, the machine strain. At first observation, you might think that
all has to be done is just direct X physics for the machine
operatability, but whether you'll believe it or not, you have to render

the engine to the screen as well. This might sound stupid, and it
really is, but in the opposite sense. If you ever played Americas
Army: Special Forces, you will remember how you in the spectator view

(or third person view) could look through the body of the soldier
model. The issue has been fixed a lot later, by adding camera collision
detection, but the real problem here is soldier human anatomy, as it

effects stamina, health and the heart pulse frequency. Here is the
physics testing code for the pilot machine:

pilot.set("back_stick");
move_engine("main", &pilot);


And here is the render code:

pilot.set("back_stick", "gray_thrust");
render("main", &pilot);

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 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{}; };

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...