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%