There is a class function in the book that i don't understand. On page 501, there is a VOnUpdate function, what is that doing? As far as I can see, it just make recursive calls VOnUpdate throughout the entire scene graph hierarcy, and nothing else, isn't that true?
If that is the case, it doesn't really update anything. It isn't even using elapsedMs, just passing it on...
Shouldn't the function do something before calling all childrens? the image i have of update in this class is for example, updating position, rotation, animations, etc...
Am I totaly out of the structure?
Also, to the author, here's a comment on the book; it's really great, but I thought it was hard to understand the structure. I had to look through the entire book's source-code to understand how to understand the interaction between application layer, game logic and game views.
I think it would been much better if you would have described the architecture a little more in the beginning.
For example, where should I put the entire virtual "world"? like all objects, so that the game view can access the positions ( matrix transformations, chapter 13 is especially awesome, I really like it ) and the logic can check collisions, where to put it?
The scenario I has, is that the world should be in Logic, but how is the views going to get the positions? Through the event-system or what?
Sorry if this has been asked before, I'm new at this site, and thank you, Mr. Mike, for the greatest game-coding book ever written...
If that is the case, it doesn't really update anything. It isn't even using elapsedMs, just passing it on...
Shouldn't the function do something before calling all childrens? the image i have of update in this class is for example, updating position, rotation, animations, etc...
Am I totaly out of the structure?
Also, to the author, here's a comment on the book; it's really great, but I thought it was hard to understand the structure. I had to look through the entire book's source-code to understand how to understand the interaction between application layer, game logic and game views.
I think it would been much better if you would have described the architecture a little more in the beginning.
For example, where should I put the entire virtual "world"? like all objects, so that the game view can access the positions ( matrix transformations, chapter 13 is especially awesome, I really like it ) and the logic can check collisions, where to put it?
The scenario I has, is that the world should be in Logic, but how is the views going to get the positions? Through the event-system or what?
Sorry if this has been asked before, I'm new at this site, and thank you, Mr. Mike, for the greatest game-coding book ever written...
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