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411 समाचार
Public archive edition · Attributed source reporting with original dates · AI drafts are excluded

411 REFERENCE · Wikibooks

Guide to Game Development/Theory/Game logic

Reference material by Wikibooks contributors. This retains its source identity and is not 411 news reporting.

Categories 75% /Setting up ticks and frames/ Ticks: called at a constant rate, Frames: called as fast as the computer can call it. 100% /Activating the entities' tick and render functions/ How to activate all of the entities' render and tick functions in a neat way. 75% /Creating a Vector3 class/ This is how you implement vectors into your game. In this example we'll be implementing a vector 3, but the same principles can be used to create a vector 2. 75% /Creating a Quaternion class/ This is how you implement quaternions into your game. This is more than just adding an extra dimension onto a vector3. 0% /Creating a Matrix4x4 class/ This is how you implement a matrix class into your game. In this example we'll be implementing a 4x4 matrix, but the same principles can be used to create other matrix sizes. 25% /Creating a particle class/ This is where all of the physics are used as a parent object for all other entities to inherit. 50% /Creating an entity class/ This is will inherit particle and will be used as a parent for all other physical objects in the game. 25%