Re: making fps in bgt?
Re: making fps in bgt? 6 is right. BGT could never have a physics engine run well within the game. Physics must be ran at a constant rate without interruptions. If your game is clocked at 60 FPS, your physics updates must be at 60 FPS, constantly. That means no networking your physics engine. That's just a terrible, terrible idea. If I'm not mistaken, some games even push the physics processing off to another thread. URL: https://forum.audiogames.net/post/492917/#p492917 -- Audiogames-reflector mailing list Audiogames-reflector@sabahattin-gucukoglu.com https://sabahattin-gucukoglu.com/cgi-bin/mailman/listinfo/audiogames-reflector
Re: making fps in bgt?
Re: making fps in bgt? 6 is right. BGT could never have a physics engine run well within the game. Physics must be ran at a constant rate without interruptions. If your game is clocked at 60 FPS, your physics updates must be at 60 FPS, constantly. That means no networking your physics engine. That's just a terrible, terrible idea. URL: https://forum.audiogames.net/post/492917/#p492917 -- Audiogames-reflector mailing list Audiogames-reflector@sabahattin-gucukoglu.com https://sabahattin-gucukoglu.com/cgi-bin/mailman/listinfo/audiogames-reflector
Re: making fps in bgt?
2020-01-14
Thread
AudioGames . net Forum — Developers room : philip_bennefall via Audiogames-reflector
Re: making fps in bgt? @5 I have never seen that code, but certainly it is an option. However, there is a lot more to a fully fledged physics library than rotation. That's why I don't think it will offer a long-term solution that will scale.Bullet3d has bindings for several other languages as well from what I can see, so it is an option even if C++ is not the language of choice.Kind regards,Philip Bennefall URL: https://forum.audiogames.net/post/492842/#p492842 -- Audiogames-reflector mailing list Audiogames-reflector@sabahattin-gucukoglu.com https://sabahattin-gucukoglu.com/cgi-bin/mailman/listinfo/audiogames-reflector
Re: making fps in bgt?
Re: making fps in bgt? Philip, you're forgetting sam tupy's rotation class which is more or less what you're talking about even if it is a few years out of date and doesn't have the best math in the world. It's an option at least. URL: https://forum.audiogames.net/post/492830/#p492830 -- Audiogames-reflector mailing list Audiogames-reflector@sabahattin-gucukoglu.com https://sabahattin-gucukoglu.com/cgi-bin/mailman/listinfo/audiogames-reflector
Re: making fps in bgt?
Re: making fps in bgt? @amerikranian Sorry for the vague post, I was typing quickly on my phone with Braille Screen Input.What I mostly need help with is the constructing of the map. @Philip: Thanks for the advice. URL: https://forum.audiogames.net/post/492815/#p492815 -- Audiogames-reflector mailing list Audiogames-reflector@sabahattin-gucukoglu.com https://sabahattin-gucukoglu.com/cgi-bin/mailman/listinfo/audiogames-reflector
Re: making fps in bgt?
Re: making fps in bgt? @1, I am sorry, but I don't think anybody will give you what you're asking for. Your request is simply too vague.There are a lot of ways in which one could handle something like a map.You could have a class for each tile, checking if the coordinates given are in the bounds of the said object.Or you could have a 3d array storing numbers that show what the map contains.You see, what you're asking us for is simply too open-ended. What specifically do you need help with? What are you struggling to understand? URL: https://forum.audiogames.net/post/492758/#p492758 -- Audiogames-reflector mailing list Audiogames-reflector@sabahattin-gucukoglu.com https://sabahattin-gucukoglu.com/cgi-bin/mailman/listinfo/audiogames-reflector
Re: making fps in bgt?
2020-01-14
Thread
AudioGames . net Forum — Developers room : philip_bennefall via Audiogames-reflector
Re: making fps in bgt? While it is perfectly possible to make an FPS in BGT, might I recommend you look at other options? BGT has no built-in math primitives for simple construction of FPS titles, so you will have to do a lot of the groundwork yourself. In other languages you have ready to use libraries that you can pull in. While these libraries certainly have a learning curve, it is a lot less steap than rolling your own solution from scratch.I personally use C++ so I might recommend the Bullet physics engine, if you want to go down that route.Good luck!Kind regards,Philip Bennefall URL: https://forum.audiogames.net/post/492749/#p492749 -- Audiogames-reflector mailing list Audiogames-reflector@sabahattin-gucukoglu.com https://sabahattin-gucukoglu.com/cgi-bin/mailman/listinfo/audiogames-reflector