Re: making fps in bgt?

2020-01-14 Thread AudioGames . net Forum — Developers room : Ethin via Audiogames-reflector


  


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




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Re: making fps in bgt?

2020-01-14 Thread AudioGames . net Forum — Developers room : Ethin via Audiogames-reflector


  


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




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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




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Re: making fps in bgt?

2020-01-14 Thread AudioGames . net Forum — Developers room : haily_merry via Audiogames-reflector


  


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you're forgetting sam tupy's rotation class which is more or less what you're talking about even if it is a few years out of date and doesn't have the best math in the world.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




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Re: making fps in bgt?

2020-01-14 Thread AudioGames . net Forum — Developers room : tunmi13 via Audiogames-reflector


  


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




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Re: making fps in bgt?

2020-01-14 Thread AudioGames . net Forum — Developers room : amerikranian via Audiogames-reflector


  


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




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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




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