-
Notifications
You must be signed in to change notification settings - Fork 0
Expand file tree
/
Copy pathREADME.txt
More file actions
42 lines (33 loc) · 1.66 KB
/
README.txt
File metadata and controls
42 lines (33 loc) · 1.66 KB
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
Documentation Author: Niko Procopi 2020
This tutorial was designed for Visual Studio 2019
If the solution does not compile, retarget the solution
to a different version of the Windows SDK. If you do not
have any version of the Windows SDK, it can be installed
from the Visual Studio Installer Tool
AtlasEngine - Collisions
Prerequisites
Intro C tutorials, Basic OpenGL tutorials, and
physics tutorials are required before starting
the engine series
main.cpp is finally clean and organized,
the whole "game" consists of Level, Player, and Coin cpp files,
all pieces of gameplay can be changed without looking at engine code
engine.cpp uses thread buckets to update all threads,
check for collision between items, and destroy threads
when necessary. All Instances in the scene by using Instance Pool,
and this can all be abstracted from gameplay code.
level.cpp handles initializing, updating, and resetting the level.
Level_Init first loads sprites and initializes pools.
Then creates and Instance and Thread for Player, by setting
Player's update function to Player_OnTick, to update each frame.
Then Instances and Threads are made for Coin, by setting no
update function, and setting collision function to Coin_OnCollide
Finally, Level_Update restarts the scene when all
the coins are collected.
Coming Up:
Build a pools for allocating data of any kind, rather than having,
one pool restricted to each type of data. This will allow threads to
have data "attached" to them, such as storing variables in player for
health, lives, etc. This is how Crash Team Racing handles data attached
to threads, such as data related to players, data related to weapons
placed on tracks, etc