Timeline for How to implement the interaction between engine parts?
Current License: CC BY-SA 3.0
9 events
| when toggle format | what | by | license | comment | |
|---|---|---|---|---|---|
| Jun 15, 2017 at 21:49 | history | edited | Vaillancourt♦ | CC BY-SA 3.0 | Removing the engine tag. |
| Feb 14, 2012 at 16:06 | vote | accept | Userr | ||
| Feb 14, 2012 at 16:06 | vote | accept | Userr | ||
| Feb 14, 2012 at 16:06 | |||||
| Feb 12, 2012 at 21:45 | answer | added | edin-m | timeline score: 2 | |
| Feb 9, 2012 at 6:59 | answer | added | Nic Foster | timeline score: 21 | |
| Feb 9, 2012 at 5:43 | comment | added | Userr | In the engine the "graphics" part controls the Ogre (for example, tells it to add object into the scene). But for doing that it also searches the "data" for the object which is new (and after that tells Ogre to add it into the scene) But I don't know whether this approach is right or wrong because of lack of experience. | |
| Feb 9, 2012 at 5:29 | history | tweeted | twitter.com/#!/StackGameDev/status/167480321296695296 | ||
| Feb 8, 2012 at 17:27 | comment | added | Tetrad | This is a very vague question. How your systems interact is going to be very coupled to how your systems are designed, and what kind of encapsulation you're ending up doing. But one thing stands out: "And after that the graphics part of the engine will check this flag, and will add the object into the game world." Why is the graphics part of the engine adding things to the world? It seems like the world should tell the graphics module what to render. | |
| Feb 8, 2012 at 16:54 | history | asked | Userr | CC BY-SA 3.0 |