Back to Basics: The Factory Patterninteresting use case case of real-time systems.Real time systems (1/2) ● So just looking at the animation on the right--there is a lot going on. ○ There are many different types of objects ■ Some of taking place 12 Command and Conquer Red AlertReal time systems (2/2) ● So just looking at the animation on the right--there is a lot going on. ○ There are many different types of objects ■ Some of0 码力 | 93 页 | 3.92 MB | 6 月前3
Data Structures That Make Video Games Go Round0 0 0 0 PSL PSL - Probe Sequence Length X X X X X X X X 0 0 0 3 1 1 1 Better animation -> Here! Core algorithm, 1. Every bucket contains metadata about it’s probe sequence length, world. Multiple systems ticking, ● Entity Component Systems (ECS) ● Artificial Intelligence ● Animation ● Physics ● Gameplay specific We’ve simulated everything and all that’s left is to send them0 码力 | 196 页 | 3.03 MB | 6 月前3
Back to Basics: Design Patternsthe data will be the same! Let’s see if this solved our problemSuccess! ● If you watch this animation from the start, you’ll notice we have a circles that spawn the whole range of the screen ● Ah--much0 码力 | 96 页 | 2.10 MB | 6 月前3
Back to Basics: Pointers(on pen and paper) our memory ○ Let’s represent our variables as boxes for now. ○ Here’s an animation of what is going on in memory when we assign a pointer to the address of a variable. So the major0 码力 | 152 页 | 5.61 MB | 6 月前3
Many Ways to Kill an Orc (or a Hero)and many types of Monster • The algorithm to pick will depend on both types • This could be an animation • For us, it will simply be a matter of printing an appropriate message on screen 197What to make0 码力 | 202 页 | 1.26 MB | 6 月前3
Building a Coroutine-Based Job System Without Standard Librarycode. This time, I strip out the most of the graph, and let’s look at those piece one at a time. [animation] But focus on how the parent coroutine handle changes. First for this part, this is where SetContinuation0 码力 | 120 页 | 2.20 MB | 6 月前3
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