C++ Class Template Example – Point and Point3D
This is a real C++ Class Template example of a Point with different constructors that we used in our 3D game development code.
This is a real C++ Class Template example of a Point with different constructors that we used in our 3D game development code.
My first day in the Commonwealth.
A good while ago, I purchased RAGE on Steam. As usual, it was a good deal then. I’m a sucker for post-apocalyptic games like Fallout 3, New Vegas, STALKER-series and the Metro-series.
Have you ever tried playing GTA 4 final mission on a slow computer? I did! I managed almost to finish it. There is a bug in the final mission. You are riding a boat and you must catch up with a helicopter. At the time, I wasn’t able to catch up with a helicopter. No matter how many times I tried, I could not catch up with it. GTA 4, being a port from console to PC, the performance wasn’t quite there yet, even with fairly good hardware. Not too old compared to the release date.
Computer enthusiasts get to buy a lot more computer equipment and video games than any other people.
I’m writing this post mostly as a reminder to me and my coworkers at Studiofreya that we are not alone at struggling with video game development. Today I’ve noticed a tweet by famous Hobby Game Dev that was just about this topic. I’m gonna take answers to his question as a ground stone for this post.
We were planning on going to Steam Greenlight with our game “Burnt Islands” and decided to have more than just “English” language in the game. As we’ve built our own engine it was not so difficult to implement several languages. The solution (and the problem) was CEGUI. It has support for different languages and UTF fonts, but to figure out how to make it work was not so easy.
In our game “Burnt Islands” that is a heavy physics based game in a dynamic world we needed to make physics shapes of the objects in the scene. We use Irrlicht graphics engine in the game with “Bullet physics” as a physics engine. In a previous post “From Irrlicht mesh to Bullet Physics mesh” we described how to make a physics mesh from a graphics mesh.
It was time to implement some animations in our game “Burnt Islands“. The task was to add a catapult that was going to throw stones at enemies from the distance. A catapult needs to rotate towards the goal and to throw stones in the right direction. The whole thing without animation would look really weird.
We’ve worked on our own game engine (“Monster game engine”) for almost three years. It is this engine we were using to make “Burnt Islands“.