Game Engine Architecture
759 the passage of time. At its simplest, then, our Update() function’s signature might look something like this: virtual void U ...
760 14. Runtime Gameplay Foundation Systems times per frame. It might seem reasonable and intuitive to simply update all of thes ...
761 14.6.2. Performance Constraints and Batched Updates Most low-level engine systems have extremely stringent performance con- ...
762 14. Runtime Gameplay Foundation Systems if (isVisible) { m_pCollisionComponent->Activate(); m_pRenderingComponent->Sho ...
763 z Reduced reallocation of resources. Engine subsystems oft en need to allocate and manage memory and/or other resources duri ...
764 14. Runtime Gameplay Foundation Systems joints are applied back to their corresponding joints in the skeleton. Finally, the ...
765 prior to fi nal pose generation, and once aft er fi nal pose generation. This can be accomplished by providing each game obj ...
766 14. Runtime Gameplay Foundation Systems phases, it adds itself to the corresponding linked list. This avoids having to itera ...
767 phases. Then we repeat the entire process for each bucket until there are no more buckets. In theory, the depths of the tree ...
768 14. Runtime Gameplay Foundation Systems // ... } void RunGameLoop() { while (true) { // ... UpdateBucket(g_bucketVehiclesAnd ...
769 state. For example, animation pose blending may have been run, but physics and collision resolution may not yet have been ap ...
770 14. Runtime Gameplay Foundation Systems another for state information during the update loop (which implies that there is a ...
771 14.6.3.5. Time-Stamping One easy and low-cost way to improve the consistency of game object states is to time-stamp them. It ...
772 14. Runtime Gameplay Foundation Systems tween game objects even when those objects reside in totally separate memory spaces ...
773 frame, or next frame, that game object can pick up the results of its request and make use of them. Batching is another shif ...
774 14. Runtime Gameplay Foundation Systems call this handling the event. Diff erent types of game objects will respond in dif- ...
775 compiler does know which implementation to invoke given a particular object type. It knows, for example, that Tank::OnExplos ...
776 14. Runtime Gameplay Foundation Systems Some game engines call these things messages or commands instead of events. These na ...
777 EVENT_TYPE_ENEMY_SPOTTED, EVENT_TYPE_EXPLOSION, EVENT_TYPE_BULLET_HIT, // ... } This approach enjoys the benefi ts of simpli ...
778 14. Runtime Gameplay Foundation Systems should not forget to account for the costs of sett ing up such a system, as they are ...
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