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A spot to show off your latest screenshots and for people to touch upon them. Only start a new thread right here For those who have some nice pictures to showcase!
Nonetheless it's all associated with what we've performed these days - a new version of your game. With two new demo levels featuring new mechanics and several amazing visuals. The new version debut for the Conference and nevertheless has not been revealed to a large viewers. And it will not be!
I have done this with my old second SDL game motor, and it worked terrific on all 4 games which i constructed with it.
so0os wrote:This seem great! Ogre samples really should master from you, They are all so uninteresting and gray and things
Nearly anything and every thing that is related to OGRE or the wider graphics discipline that does not in good shape into another message boards.
So I've two versions on the loop. Although I even now Imagine the custom loop is a lot better than startRendering(), a Observe in the API says in any other case:
The one thing I'm able to consider is to produce an interpolation schedule within the game logic once the tick loop and proper ahead of the render. Probably you keep the whole game state prior to and after the tick, interpolate among The 2 and shift all your movable objects backward (and forwards Later on when you are rendering multiple moments) for the percentWithinTick (feels like many avoidable issues)?
Something and every thing that's connected to OGRE or the wider graphics industry that doesn't in shape into the opposite boards.
My idea of how SDL renders frames is usually that, once you connect with SDL_flip (which flips the two movie buffers), it will NOT flip the buffers Except the graphics card is ready to, Hence permitting the graphics card to Screen slot mania the game at a variable framerate with out influencing the pace on the game loop.
So when you connect with it it may or may not flip the buffers. Your code can continue to carry out stuff though it waits. But any SDL graphics simply call will lock up when there is a queued up flip waiting.
How can this do the job with Bullet or other physics libraries? It appears like some other person has finished this with Ogre prior to but I don't know wherever to locate it. The Practical Software won't tackle this, and almost all of the demos make use of the naive loop (evt.timeSinceLastFrame).
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A spot for people of OGRE to debate ideas and experiences of utilitising OGRE in their games / demos / purposes.
This is my aged superior Reminiscences of OGRE about fourteen yrs back, I am unsure any individual curiosity with it At the moment.
Speed intelligent, There's no variance. It is really just superior to help keep the Command for yourself and Permit Ogre manage what it does very best: rendering.
I have not tried that technique -- interpolating to a placement a la the strategy that Rak'kar Employed in his OgreInterpolationDemo ought to operate just great. Begin to see the RakNet Web site for that supply (it's in the library download).