Opengl 4.3 wall collision
- #Opengl 4.3 wall collision how to#
- #Opengl 4.3 wall collision mac os#
- #Opengl 4.3 wall collision update#
#Opengl 4.3 wall collision update#
It has the current scene and figures when it needs to run the update function. So every scene has its own instance of the renderer. If you don't have global state the renderer instance can be inside the scene. I think you should not have global state, but some do it this way for simplicity so yeah. You can choose if you want the renderer to have global state or not.
#Opengl 4.3 wall collision how to#
But I guess you already know how to build a renderer Then you have a renderer which accepts the tasks every frame (a task can be some entity), which it puts in a queue and then it "flushes" the queue at the end of the frame. Here's what I do: have a main app state, which holds info like wether it's running or not, the scene manager, the window, etc. Here's the approach I usually take: even though you don't make a game engine, you still should separate the game code from the "engine" code I've found that using a simpler API that I understand beats trying to use all the fancy additions (losing portability in the process for very little real performance gain). For instance, I stick to the subset supported by GLES 2.0 (with a few desktop OpenGL 4.1 features like float and depth textures). If you want to really solidify that stuff, I recommend picking an OpenGL version and reading the corresponding GL and GLSL spec pdfs published by Khronos. You might benefit from reading 'Game Engine Architecture', as you will ultimately build an engine, albeit highly specific to your game idea.Īnd congrats on working through the OpenGL tutorials! That's a lot to take in, but all useful knowledge :)
#Opengl 4.3 wall collision mac os#
You'd be surprised how 'old' some of the C / GL versions in shipped games are! For instance: Mac OS only goes as far as OpenGL 4.1, and I think Naughty Dog only moved on from C++98 a couple games back! Games are usually about reliability and portability. It's designed for building renderers, after all!ĭon't be swayed by the latest fancy tech and libraries. Absolutely abstract it out into things your game's renderer needs to do, but try to avoid thinking that the API can be simplified without losing its flexibility. This is a bit unusual, but I highly recommend you avoid trying to write OpenGL wrappers or abstractions. not getting bogged down in classes and data coupling). that really helped me clarify good ways to organise things (i.e. I would say that learning about 'Data-Oriented Design' is a good idea. I'd be hesitant to suggest a generalised architecture. I would say that any game requires a properly timed update loop, some way to load assets into RAM, and some maths functions to support the graphics.
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You could totally just start writing stuff into an update loop, abstracting out and reusing bits as you go! Really, the architecture should just be whatever is the simplest solution to support the game. This is cool to see asked! There's an interesting middle ground between making engines and using engines that isn't talked about as much.