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View Code? Open in Web Editor NEWMultiplayer top-down shooter made from scratch in C++. Comes with an in-game Editor!
Home Page: https://hypersomnia.xyz/
License: GNU Affero General Public License v3.0
Multiplayer top-down shooter made from scratch in C++. Comes with an in-game Editor!
Home Page: https://hypersomnia.xyz/
License: GNU Affero General Public License v3.0
Create input functionality for Augmentations or provide entity system demo with one.
resource: http://www.gamedev.net/blog/355/entry-2250186-designing-a-robust-input-handling-system-for-games/
http://gamedev.stackexchange.com/questions/59582/input-management-techniques-in-large-games?lq=1
http://gamedev.stackexchange.com/questions/48315/game-state-and-input-handling-in-component-based-entity-systems
http://gamedev.stackexchange.com/questions/49119/input-handling-in-component-based-design
either luabind or own rolled bindings
http://purplepwny.com/blog/binding_lua_to_c_think_twice_before_eating_that_glue.html
blood, smoke which are just bodies on a different framebuffer with blur, wood parts etc
example: renderable* animation::frame::model -> sprite
remove virtuals that take type_pack as argument - it's inflexible and we can not even properly construct the components
also add an opportunity to construct components on adding - maybe placement new would solve the issue of construction/destruction
consider adding a virtual destructor to base component class - if its POD, compiler should optimize out vftables
should introduce interpolation if we're going to do networking and heavier physics
resources:
http://gamesfromwithin.com/casey-and-the-clearly-deterministic-contraptions
do future step instead of interpolating with previous state: (thought: could be additional component type "futurephysicsstate" or arrays of two elements and a function touching only one at a time)
take information on how to implement double states here:
http://gamesfromwithin.com/casey-and-the-clearly-deterministic-contraptions
probably another component "gun management" or so
also we don't need to use settransform - movement is simulated realistically and rotation does only affect sprite
rotated sprite should act as sensor for bullets
or it will never finish and free the animation slot for lower priority animations (e.g. movement)!
may be necessary for cases where we want to synchronize bullet's death event and receivers impulse from physics
Should add more functionality so the demo is more descriptive - probably high-level input, delta management.
either through callback_component with registering enums or std::function or scripting
will come in handy with stupid interactions like rotating an entity to face crosshair
renderable should have no member variables
let it just live inside physics component
could be repaired by restraining frame rate or kind of distance-based speed, maybe clamping values
or just make damping more deterministic
for overriding simple messaging-necessary dependencies like lookats, chases, animation copying
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