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  • How do I prevent a KActor from changing the orientation of its Z-Axis?

    - by Almo
    So I have an object that inherits from KActor that I would like to behave as a dynamic physics object, but I want its Z-Axis to remain upright, but very stiffly. I've tried the bStayUpright that triggers the "Stay Upright Spring". The problem is, it's a spring, and the object in question oscillates into position when I want it to remain oriented properly without wobbling. In the image above, the yellow block has fallen onto the gray box, and it is currently pivoting about the contact point as it tries to right itself. Should I be tweaking the StayUprightMaxTorque and StayUprightTorqueFactor parameters, or should I be using a Constraint of some sort?

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  • JBox2D applyLinearImpulse doesn't work

    - by Romeo
    So i have this line of code: if(input.isKeyDown(Input.KEY_W)&&canJump()) { body.applyLinearImpulse(new Vec2(0, 30), cam.screenToWorld(body.getPosition())); System.out.println("I can jump!"); } My problem is that the console display I can jump! but the body doesn't do that. Can you explain to me if i do something wrong? Some more code. This function creates my 'hero' the one supposed to jump. private Body setDynamic(float width, float height, float x, float y) { PolygonShape shape = new PolygonShape(); shape.setAsBox(width/2, height/2); BodyDef bd = new BodyDef(); bd.allowSleep = true; bd.position = new Vec2(cam.screenToWorld(new Vec2(x + width / 2, y + height / 2))); bd.type = BodyType.DYNAMIC; bd.userData = new BodyInfo(width, height); Body body = world.createBody(bd); body.createFixture(shape, 10); return body; } And this is the main update loop: if(input.isKeyDown(Input.KEY_A)) { body.setLinearVelocity(new Vec2(-10*delta, body.getLinearVelocity().y)); } else if (input.isKeyDown(Input.KEY_D)) { body.setLinearVelocity(new Vec2(10*delta, body.getLinearVelocity().y)); } else { body.setLinearVelocity(new Vec2(0, body.getLinearVelocity().y)); } if(input.isKeyDown(Input.KEY_W)&&canJump()) { body.applyLinearImpulse(new Vec2(0, 30), body.getPosition()); System.out.println("I can jump!"); } world.step(delta * 0.001f, 10, 5); }

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  • Rendering problems with Java LWJGL

    - by pangaea
    I'm new to rendering and so I don't know if I can speed up the code or that what I'm doing is bad. This is what it looks like But, if I have say 100-200 triangles everything is fine. Yet, when I get to 400 triangles it becomes very laggy. At 1,000 triangles it becomes 5fps at max. Also, when I try to close it everything becomes extremely laggy and the game breaks my computer. Is this normal? The code is here http://pastebin.com/9N6qdEbd game http://pastebin.com/fdkSrPGT mobs I haven't even adding collision detection.

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  • Geometry Shader : points + Triangles

    - by CmasterG
    I have different Shaders and for each Shader a instance of the ShaderClass class, which initializes the Shaders, Renders the Shaders, etc. I use most of the Shaderclasses without Geometry Shader, but in one Shader Class i also use a Geometry Shader. The problem is, that when I render one object with the Shaderclass that uses the Geometry shader, all other object are rendered with the same geometry that I create in the Geometry Shader. Can you help me? Is it possible that I have to use a Geometry Shader for each object, when I use one for one object? I use DirectX 11 with C++.

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  • What are effective marketing strategies for iPhone games?

    - by Artemix
    So, long story short, some days ago I published an iPhone game, I think the game wasn't that bad tbh, and still I got only 10 sells at $0.99. Are they any publishers, sponsors, or distributors to make your game "visible" on the app store market?, or the only thing you need is to have an amazing game and that's all? Somehow I think that even if you have an awesome game if you don't do that "marketing magic" correctly you will not exist in the store. Now I'm making a second game, completely different, and I want to know how to do things right. If anyone knows something about this topic, let me know.

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  • Choosing a mobile advertising mediator over going it alone

    - by Notbad
    We have finished our first game for IOS/Android. We would like to give it away adding ads to it. I have been reading a lot about the subject but it is a bit overwhelming for starters. From what I read, it seems there are some important points to have into consideration: 1) Do as much localization as you can (target your audience with ads they could be interested for the zone they live in). 2) Do not over advertise in your application. At this moment we have decided to go with AdMob. It seems an easy option to setup for beginners and have a good set of ad networks. My question is, will we earn less for example for iAds using adMob than implementing iAds without a mediator? Are adMob paying less than others (this is what I remember for some artilces I read)?. It would be nice to hear from people with experience on this to let us light our way a bit.

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  • Java - Draw Cards and Eliminate Cards Problem

    - by Jen
    I am having a problem in this question. I want a system inside a game wherein the player draws 2 cards randomly, and the enemy draws 2 cards randomly. Then, what the program does is to print out to the console the cards the player draw and the enemy's. The cards should not conflict and must not be the same. Then lastly, the program prints out the card that was not drawn by both the player and the enemy. Here's how I did it but it was lengthy and full of errors: import java.util.Random; public class Draw { public static Random random = new Random(); public static String cards[] = {"Hall", "Kitchen", "Billiard", "Study", "Pool"}; public static int playercounter; public static int enemycounter; public static String playercardA = null; public static String playercardB = null; public static String enemycardA = null; public static String enemycardB = null; public String lastcard = null; public static void playercardAdraw() { playercounter = random.nextInt(5); playercardA = cards[playercounter]; } public static void playercardBdraw() { playercounter=random.nextInt(5); playercardB= cards[playercounter]; if (playercardB==playercardA || playercardB == enemycardA || playercardB == enemycardB) { return; } } public static void enemycardAdraw () { enemycounter = random.nextInt(5); enemycardA=cards[enemycounter]; if (enemycardA == playercardA || enemycardA == playercardB) { return; } } public static void enemycardBdraw () { enemycounter = random.nextInt(5); enemycardB=cards[enemycounter]; if (enemycardB == playercardA || enemycardB == playercardB || enemycardB == enemycardA) { return; } } public static void main (String args []) { System.out.println("Starting to draw..."); System.out.println("Player's Turn: "); playercardAdraw(); System.out.println("Player's first card: " + playercardA); playercardBdraw(); System.out.println("Player's second card: " + playercardB); System.out.println("Enemy's Turn: "); enemycardAdraw(); System.out.println("Enemy's first card: " + enemycardA); enemycardBdraw(); System.out.println("Enemy's Second card: " + enemycardB); } }

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  • HLSL What you get when you subtract world position from InvertViewProjection.Transform?

    - by cubrman
    In one of NVIDIA's Vertex shaders (the metal one) I found the following code: // transform object normals, tangents, & binormals to world-space: float4x4 WorldITXf : WorldInverseTranspose < string UIWidget="None"; >; // provide tranform from "view" or "eye" coords back to world-space: float4x4 ViewIXf : ViewInverse < string UIWidget="None"; >; ... float4 Po = float4(IN.Position.xyz,1); // homogeneous location coordinates float4 Pw = mul(Po,WorldXf); // convert to "world" space OUT.WorldView = normalize(ViewIXf[3].xyz - Pw.xyz); The term OUT.WorldView is subsequently used in a Pixel Shader to compute lighting: float3 Ln = normalize(IN.LightVec.xyz); float3 Nn = normalize(IN.WorldNormal); float3 Vn = normalize(IN.WorldView); float3 Hn = normalize(Vn + Ln); float4 litV = lit(dot(Ln,Nn),dot(Hn,Nn),SpecExpon); DiffuseContrib = litV.y * Kd * LightColor + AmbiColor; SpecularContrib = litV.z * LightColor; Can anyone tell me what exactly is WorldView here? And why do they add it to the normal?

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  • How exactly to implement multiple threads in a game

    - by xerwin
    So I recently started learning Java, and having a interest in playing games as well as developing them, naturally I want to create game in Java. I have experience with games in C# and C++ but all of them were single-threaded simple games. But now, I learned how easy it is to make threads in Java, I want to take things to the next level. I started thinking about how would I actually implement threading in a game. I read couple of articles that say the same thing "Usually you have thread for rendering, for updating game logic, for AI, ..." but I haven't (or didn't look hard enough) found example of implementation. My idea how to make implementation is something like this (example for AI) public class AIThread implements Runnable{ private List<AI> ai; private Player player; /*...*/ public void run() { for (int i = 0; i < ai.size(); i++){ ai.get(i).update(player); } Thread.sleep(/* sleep until the next game "tick" */); } } I think this could work. If I also had a rendering and updating thread list of AI in both those threads, since I need to draw the AI and I need to calculate the logic between player and AI(But that could be moved to AIThread, but as an example) . Coming from C++ I'm used to do thing elegantly and efficiently, and this seems like neither of those. So what would be the correct way to handle this? Should I just keep multiple copies of resources in each thread or should I have the resources on one spot, declared with synchronized keyword? I'm afraid that could cause deadlocks, but I'm not yet qualified enough to know when a code will produce deadlock.

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  • Difference between Sound and Music

    - by Southpaw Hare
    What are the key differences between the Sound and Music classes in Pygame? What are the limitations of each? In what situation would one use one or the other? Is there a benefit to using them in an unintuitive way such as using Sound objects to play music files or visa-versa? Are there specifically issues with channel limitations, and do one or both have the potential to be dropped from their channel unreliably? What are the risks of playing music as a Sound?

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  • Solution for lightweight LAN peer discovering?

    - by DevilWithin
    I built a library for purely cross-platform programming. My games made with it run fine in Android , Pc, Linux, Mac etc. The networking capabilities are provided by ENET library, therefore all communication between my apps is not TCP or UDP compatible, but only in the custom protocol, even tough its based on the UDP ultimately. I don't think its possible to do what i want with ENET, thats why I ask here for help! Lets say I have the same game running in my Android phone, my laptop and my pc. They are all in the same wifi network, and therefore in a LAN, whether its Wifi hotspot(?) or the household router. I need each of those 3 peers to discover the other two in the network. This is meant only to find the IP of alive apps in the LAN network, to be able to host multiplayer games between them. I can only think of one effective way to do this, UDP broadcast, wait responses, but if that is the solution, i need something small, since its the only purpose of the implementation. Other way could be to try to connect to all IPs in the LAN address subrange, but I don't think the OS would be with me on this one :p Sorry for the long question!

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  • Problem with a* implementation in pygame

    - by piyush3dxyz
    Yesterday i decide to make RTS game in pygame(pygame is best).I figured out many components of RTS game like unit selecting,health,resources but only 1 thing i still not understand.. which is a* pathfinding in pygame... I also done little bit of research on wiki,articles and papers...but still cant figure out problem.... function A*(start,goal) closedset := the empty set // The set of nodes already evaluated. openset := {start} // The set of tentative nodes to be evaluated, initially containing the start node came_from := the empty map // The map of navigated nodes. g_score[start] := 0 // Cost from start along best known path. // Estimated total cost from start to goal through y. f_score[start] := g_score[start] + heuristic_cost_estimate(start, goal) while openset is not empty current := the node in openset having the lowest f_score[] value if current = goal return reconstruct_path(came_from, goal) remove current from openset add current to closedset for each neighbor in neighbor_nodes(current) if neighbor in closedset continue tentative_g_score := g_score[current] + dist_between(current,neighbor) if neighbor not in openset or tentative_g_score <= g_score[neighbor] came_from[neighbor] := current g_score[neighbor] := tentative_g_score f_score[neighbor] := g_score[neighbor] + heuristic_cost_estimate(neighbor, goal) if neighbor not in openset add neighbor to openset return failure here is the pseudocode for wiki a* implementation......

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  • DirectX 11 Constant Buffers vs Effect Framework

    - by Alex
    I'm having some trouble understanding the differences between using constant buffers or using the effect framework of DirectX11 for updating shader constants. From what I understand they both do exactly the same thing, although from reading the documentation it appears as if using effects is meant to be 'easier'. However they seem the same to me, one uses VSSetConstantBuffers and the other GetConstantBufferByName. Is there something I'm missing here?

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  • In MMO game, how to handle user characters, who are offline?

    - by Deele
    In my medieval MMO game, players have their own character, that represents themselves inside game. Like a King. Players could have cities and armies, but King acts as main driving force. Then it comes to player, going offline/vacation/disconnect. How to deal with "offline King", to keep some sort of reality in game, without ruining everything for player. I have never liked unrealistic stuff in games, like appearing/dissapearing from thin air, like in WoW or other MMO RPG's, when it comes to connect/disconnect, like in Matrix movie, when you are disconnected, your "avatar" inside the system just vaninshes. Ok, if player char stays where it was left, other players who are online could kick his ass like offline player char was frozen? I see only one solution - give player char, while offline, some sort of AI, that controls char. Is there any other solutions? May be, some sort of legend/story, could make users only as inner-voice, leaving King just passively controlled by user, or other stuff... Please, help! I hope you understand my question.

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  • Dynamic model interactions

    - by Richard
    I am just curious as to how in many games (namely games like arkham asylum/city, manhunt, hitman) do they make it so that your character can "grab" a character in front of you and do stuff to them. I know this may sound very confusing but for an example go to youtube and search "hitman executions", and the first video is an example of what i'm asking. Basically I'm wondering how they make your model dynamically interact with whatever other model you come across, so in hitman when you come up behind some one with the fibre wire you strangle the other character or if you have the anesthetic you come up behind some person and put your hand over there mouth while they struggle and slowly go to the floor where you lay them down. I am confused as to whether it was animated to use two models using specific bone/skeletal identifiers, if it is just two completely separate animations that are played at the correct time to make it look like they are actually interacting or something else all together. I am not an animator so i assume most of what i just said is not right but i hope that some one can understand what i mean and provide an answer. PS) I am a programmer and I am in the process of building a hitmanesque game, just because i love that style of game and I want to increase my skills on something fun, so if you do know what i'm talking about have some examples with involving both models and programming (i use c++ and mainly Ogre3D at the moment but i am getting into unity and XNA) i would greatly appreciate it. Thanks.

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  • Shader inputs in a general purpouse engine

    - by dreta
    I'm not familiar with SDKs like Unity or UDK that much, so i can't check this off hand. Do general purpouse engines allow users to create custom uniform variables? The way i see it, and the way i have implemented it in an engine i'm writing to learn 3D, is that there is a "set" of uniforms provided by the engine and if you want to write a custom shader then you utilize uniforms you need to create a wanted effect. Now, the thing is, first of all i'm not an artist, second of all, i didn't have a chance to create complex scenes yet. So my question is, is it common practice to define variables that the engine provides and only allow the user to work with what they're given? Allowing users to add custom programs and use them where they want is not hard, but i have issues imagining how you'd go about doing the same for uniforms.

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  • Multiple objects listening for the same key press

    - by xiaohouzi79
    I want to learn the best way to implement this: I have a hero and an enemy on the screen. Say the hero presses "k" to get out a knife, I want the enemy to react in a certain way. Now, if in my game loop I have a listener for the key press event and I identify a "k" was pressed, the quick and easy way would be to do: // If K pressed // hero.getOoutKnife() // enemy.getAngry() But what is commonly done in more complex games, where say I have 10 types of character on screen and they all need to react in a unique way when the letter "k" is pressed? I can think of a bunch of hacky ways to do this, but would love to know how it should be done properly. I am using C++, but I'm not looking for a code implementation, just some ideas on how it should be done the right way.

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  • How do i make a minecraft server mod? [closed]

    - by Simon
    Possible Duplicate: Mods for Minecraft Server - how does it work? I have made some minecraft client mods, but i've started a server a mounth ago and i want to make a mod for it, but i cant find any tutorial on the internet. How can then the other guys making those mods for minecraft server know how they are going to do? Do they try forward as i tryed or are they doing something else. I would be glad if someone could tell me how to do or find tutorials for me, couse I have tryed to find them in nearly a week of searching. But i guess im searching at the wrong spot of internet, what do i know :o

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  • Simple thruster like behaviour when rotating sprite

    - by ensamgud
    I'm prototyping some 2D game concepts with XNA and have added some basic keyboard inputs to control a triangle sprite. When I press key up the sprite accelerates in it's current facing direction, when I release the key it brakes down. For rotation, when I press left/right keys I rotate the sprite. Currently the sprite immedately changes direction when I rotate it. What I want is for it to keep moving in the same direction when I rotate, until I hit key up, adding thrust in whatever direction the sprite is pointing at. This would simulate thrusters on a classic space shooter like Asteroids. I'm adding an image to describe the behaviour I'm after and some code samples of how I'm doing things at the moment. This is my player struct, holding information of the sprite. public struct PlayerData { public Vector2 Position; // where to draw the sprite public Vector2 Direction; // travel direction of sprite public float Angle; // rotation of sprite public float Velocity; public float Acceleration; public float Decelleration; public float RotationAcceleration; public float RotationDecceleration; public float TopSpeed; public float Scale; } This is how I'm currently handling thrusting / braking (when pressing/releasing key up) (simplified, removed some bounds checking etc): player.Velocity += player.Acceleration * 0.1f; player.Velocity -= player.Acceleration * 0.1f; And when I rotate the sprite left and right: player.Angle -= player.RotationAcceleration * 0.1f; player.Angle += player.RotationAcceleration * 0.1f; This runs in the update loop, keeps the direction updated and updates the position: Vector2 up = new Vector2(0f, -1f); Matrix rotMatrix = Matrix.CreateRotationZ(player.Angle); player.Direction = Vector2.Transform(up, rotMatrix); player.Direction *= player.Velocity; player.Position += player.Direction; I am following along various beginner tutorials and haven't found any describing this, but I have tried some on my own without success. Do I need to change my velocity and acceleration fields to Vectors instead of floats to accomplish this type of movement? I realise my Angle and the Direction vector is currently tied together and I need to disconnect these somehow to be able to rotate freely without changing the direction of the movement, but I can't quite figure out how to do this while keeping the acceleration/decceleration functional. Would appreciate an explanation rather than pure code samples. Thanks,

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  • Why is my shadowmap all white?

    - by Berend
    I was trying out a shadowmap. But all my shadow is white. I think there is some problem with my homogeneous component. Can anybody help me? The rest of my code is written in xna Here is the hlsl code I used float4x4 xWorld; float4x4 xView; float4x4 xProjection; struct VertexToPixel { float4 Position : POSITION; float4 ScreenPos : TEXCOORD1; float Depth : TEXCOORD2; }; struct PixelToFrame { float4 Color : COLOR0; }; //------- Technique: ShadowMap -------- VertexToPixel MyVertexShader(float4 inPos: POSITION0, float3 inNormal: NORMAL0) { VertexToPixel Output = (VertexToPixel)0; float4x4 preViewProjection = mul(xView, xProjection); float4x4 preWorldViewProjection = mul(xWorld, preViewProjection); Output.Position =mul(inPos, mul(xWorld, preViewProjection)); Output.Depth = Output.Position.z / Output.Position.w; Output.ScreenPos = Output.Position; return Output; } float4 MyPixelShader(VertexToPixel PSIn) : COLOR0 { PixelToFrame Output = (PixelToFrame)0; Output.Color = PSIn.ScreenPos.z/PSIn.ScreenPos.w; return Output.Color; } technique ShadowMap { pass Pass0 { VertexShader = compile vs_2_0 MyVertexShader(); PixelShader = compile ps_2_0 MyPixelShader(); } }

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  • Detecting a ledge in Box2D

    - by DormoTheNord
    I'm making a 2D platformer with Box2D. The player needs to be able to grab onto a ledge and pull him/herself up. Right now I have a sensor that extends in every direction from the upper half of the player's body. The logic seems simple enough: if there are tiles inside the sensor and empty space above them, then it's a ledge and the game should act accordingly. The problem is that I can't figure out how to implement that logic with Box2D. Anyone have any ideas?

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  • how to modify shadow mapping in "3D Graphics with XNA Game Studio 4.0"?

    - by naprox
    So I've been following the tutorials from the book Sean James's "3D Graphics with XNA Game Studio 4.0", and have been doing fine until i reached the shadow mapping part. in this book it creates point lights with a Sphere model. my first Q is how to draw a directional Light with this frame work? secondly it can do shadow mapping just for one light, how can i do shadow mapping for all or parts of the lights in the game? i just want to know how to modify this codes to do the above tasks. I've followed tutorials on MSDN and some other sites and didn't got the answer. please help me, its so urgent. and if any one wants, the complete code is here: http://www.mediafire.com/?6ct11mc1g8f891h

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  • Javascript Isometric draw optimization

    - by hustlerinc
    I'm having trouble with isometric tiles drawing. At the moment I got an array with the tiles i want to draw. And it all works fine until i increase the size of the array. Since I draw ALL tiles on the map it really affects the game performance (obviously) :D. My problem is I'm no genius when it comes to javascript and I haven't managed to just draw what is in viewport. Should be fairly simple for an expert though because its fixed sizes etc. Canvas is 960x480 pixels, each tile 64x32. This gives 16 tiles on first row, 15 on the next etc. for a total of 16 rows. Tile 0,0 is in the top-right corner. And draws X up to down and Y right to left. Going through the tiles on the first row from left to right as +X -Y. Here is the relevant part of my drawMap() function drawMap(){ var tileW = 64; // Tile Width var tileH = 32; // Tile Height var mapX = 960-32; var mapY = -16; for(i=0;i<map.length;i++){ for(j=0;j<map[i].length;j++){ var drawTile = map[i][j]; var drawObj = objectMap[i][j]; var xpos = (i-j)*tileH + mapX; var ypos = (i+j)*tileH/2 + mapY; // Place the tiles isometric. ctx.drawImage(tileImg[drawTile],xpos,ypos); if(drawObj){ ctx.drawImage(objectImg[drawObj-1],xpos,ypos-(objectImg[drawObj- 1])); } } } } Could anyone please help me how to translate this to just draw the relevant tiles? It would be deeply appreciated.

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  • Collision Detection fails with AI cars

    - by amit.r007
    I am making a car parking game in flash and AS3 wherein I drive my car along with other AI traffic cars moving along a specified path using Guidelines. I am using CDK for collision detection. The collision detection works fine with few AI cars, but doesn't seems to be working as required for few AI cars. When an AI car is moving on a path in a straight line it works fine.... but when the AI Car turns at 90 degress..... my car goes into the AI car (Overlapping) and it hits at the center of that AI car and then collision is Detected.... ..... I made a New path and used a new Sprite for AI car... but still the problem pursues....

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  • Example of DOD design

    - by Jeffrey
    I can't seem to find a nice explanation of the Data Oriented Design for a generic zombie game (it's just an example, pretty common example). Could you make an example of the Data Oriented Design on creating a generic zombie class? Is the following good? Zombie list class: class ZombieList { GLuint vbo; // generic zombie vertex model std::vector<color>; // object default color std::vector<texture>; // objects textures std::vector<vector3D>; // objects positions public: unsigned int create(); // return object id void move(unsigned int objId, vector3D offset); void rotate(unsigned int objId, float angle); void setColor(unsigned int objId, color c); void setPosition(unsigned int objId, color c); void setTexture(unsigned int, unsigned int); ... void update(Player*); // move towards player, attack if near } Example: Player p; Zombielist zl; unsigned int first = zl.create(); zl.setPosition(first, vector3D(50, 50)); zl.setTexture(first, texture("zombie1.png")); ... while (running) { // main loop ... zl.update(&p); zl.draw(); // draw every zombie } Or would creating a generic World container that contains every action from bite(zombieId, playerId) to moveTo(playerId, vector) to createPlayer() to shoot(playerId, vector) to face(radians)/face(vector); and contains: std::vector<zombie> std::vector<player> ... std::vector<mapchunk> ... std::vector<vbobufferid> player_run_animation; ... be a good example? Whats the proper way to organize a game with DOD?

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