Weapon metrics
To make a weapon in a video game, it's more to than just make a static
mesh, and then used the mesh for different situations. The real thing
is the weapon model: barrel, caliber and it's most important army
applications. Means making video game challenge rewards for
accuracy based on the firing distance(or cutting accuracy for melee
weapons).
int damage(int distance, int main_damage);
Car metrics
A car moves by vectors, vertices and velocity. And also by weight
transfer. Vectors and vertices calculate the movement of the racing
car, velocity is kilometers per hour. Weight transfer calculates the
steering.
void Car::move(Vector* main_pointer, int weight_transfer);
This is the main or most important function of the Car class.
void Car::move(Vector* main_pointer, int weight_transfer)
{
car_mapping(main_pointer.main_value(), 2*weight_transfer);
}
Car metrics in other words measure logistics, and weapon metrics the
weapon's structure use.
Water metrics
Water metrics can be used to control the level rendering. The basic
idea is to measure water volume and flow to manage the structure of
terrain static meshes, like trees, rivers, bushes, rocks, buildings, moon
and stones.
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 m...
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