Showing posts with label Mining. Show all posts
Showing posts with label Mining. Show all posts

Saturday, July 23, 2016

Directx And Physx/apex Rendering

Directx And Physx/apex Rendering

I want to implement some physics to my programs. Physx framework is quite simple and as i understand:

-I create physical scene which is updated every 1/60 second

-I only grab the position, rotation etc and render objects in normal (directx) way

 

 

But I totally don't understand apex framework. Ok, I have apex scene but what is all these rendering interfaces? Is apex force to render objects with this really complicated way? Why I cant just get updated vertex and indices buffer every frame and render it normally? How is this apex destruction work-Are all of destructible object pieces are stored in 1 vertex buffer? All of my questions refer to rendering. And yes, I study documentation whole week, still dont understand.

 

Apex framework :

http://ift.tt/2aixmHO

 

Apex destruction module:

http://ift.tt/2a5WFJG

 

 


Two Questions - Basic Adivce And Making A "match" Manager

Two Questions - Basic Adivce And Making A "match" Manager

Hi everyone, so I'm working on a multiplayer card game in Unity 3D. I've got networking where client can communicate with server and the other client connected to the server (I want the matches to be 1v1 so I'm only allowing 2 connections). 

 

Question 1: Since I'm having a hard time with Unity Networking and this game style is rather simple and without too much artwork, should I just code it in Java or would that be more difficult?

 

 

Question 2: If I stick with Unity, what do you guys envision to be the best approach on managing this game. As of right now, I'm having a hard time because I'd like there to be some sort of central manager where player one tells him I want to draw a card and the manager tells him what he drew. I want to design it this way because I want to store the decks in a database.

 

 

Honestly, any advice would be helpful and welcomed.