Pac-Man engine
What this means is that the game objects don't actually hold their render components but just a pointer to one that sits in the pool in the renderer. The only problem with pooling components is that the amount of objects stays the same. So what if we want to add/remove components? I solved this problem as follows: I split the pool in two sides, an active and an inactive side. This already meant that the renderer only needed to iterate over the acitve components to render and could ignore a portion of the pool. But it also allowed me to solve the problem of dynamically adding and removing components. The only thing I needed to do was switch objects from one side to the other. For a look at the full project visit the git repo:
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Graphics Programming 2Seconds semester of graphics programming taught me many different things like animation, skyboxes, basic geometry shaders, terrain generation etc. We used C++ and a custom in house engine called the Overlord engine. In the end I made a small game using some of the systems I implemented during the semester.
C++ AI using behavior tree
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AuthorFlorian Gaeremynck Archive
June 2019
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