D game engine -- Any suggestions?
Mineko
uminekorox at gmail.com
Wed Nov 20 14:16:36 PST 2013
On Wednesday, 20 November 2013 at 09:15:41 UTC, Rene Zwanenburg
wrote:
>
> Hi,
>
> A few things jumped out at me:
>
> Camera.d:
>
> - The use of x, y, z and rx, ry, rz. These should really be in
> some vector struct. Since you're using Dub, you can easily use
> gl3n [1][2]. While it's still pretty basic, should be more than
> enough to get you started.
>
> - Use Quaternions to store your rotations instead of euler
> angles.
>
> - You can use @property instead of trivial getters and setters
>
> - You may want to store your camera matrices in the camera
> class, and pass them to OpenGL when rendering. These matrices
> can be useful, and you don't want to use glGet* functions ever
> if you care about performance ;). gl3n provides matrix structs
> and facilities to create projection matrices and the like.
>
> Oops, I have to run.. Will take a look at the rest later.
>
> [1] http://dav1dde.github.io/gl3n/index.html
> [2] http://code.dlang.org/packages/gl3n
After a bit of careful study I figured out how @property works, I
just implemented it wrong last time, very helpful, thanks.
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