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Game Logic
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Topic: Game Logic (Read 1561 times)
listentorick
Newbie
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Posts: 6
Game Logic
«
on:
2007/06/04 07:32:58 »
Where are you guys placing you game logic for controlling the rotation/position of your models?
Does anybody have an example class I could take a look at?
I'm really stuck with this!
Are you overriding the renderChildren method?
I would really appreciate any help - I'm not getting anywhere at the moment!
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listentorick
Newbie
Offline
Posts: 6
Re: Game Logic
«
Reply #1 on:
2007/06/04 07:39:20 »
I'm considering adding the following events:
PreRender
PreRenderChildren
Rendered
So that I can do the following
public class Planet {
private _model;
public Planet (IModel model) {
this._model = model;
//register the Model with the scene
//Add event Handler
this._model.Prerender+= etc etc
}
}
Thoughts?
Note that I've created interfaces for the original HMModel so that I can use Inversion of Control.
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Chr0n1x
Global Moderator
Sr. Member
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Posts: 307
Re: Game Logic
«
Reply #2 on:
2007/06/06 00:26:55 »
Generally you keep a reference to the player's object, thats the only one you keep a reference to, then you can manipulate that in your base update method, or you could create a special player object which has got a different update method to your other objects that then interprets the controller info, since any class can get that information. Remember, the simpler the thing is, often the more optimised it is and the easier it is to debug. (This does not include calling some super method, that itself has to be optimised to be good)
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