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For saying: "Do this in 5 sec" it should properbly use a IAction interface or something, so the TimeManager calles the action when the time has gone by. I has also thinking on creating a ticket tim...
id# 1259 | Planned Release: None | Last Updated: Mar 27 at 7:28 PM
by Br4v0
Should be based on actions, like InputManager.RegisterAction("Left",Keyboard.Left) there should also be an overload to that function so you can say: InputManager.RegisterAction("Shoot",Keyboard.Spa...
id# 1260 | Planned Release: None | Last Updated: Feb 20 at 7:04 PM
by Deldy
Used for rendering text on the screen, such as FPS, polycount, and gametime, among other things
id# 1258 | Planned Release: None | Last Updated: Feb 18 at 4:28 PM
by brain
Code to keep track of player points.
Implements TimeManager
id# 1268 | Planned Release: None | Last Updated: Feb 18 at 4:27 PM
by brain
A class that has refferences to every manager, and other resources we need. This is passed doing the creation of any manager, and on Init in any GameObject - this way we keep a complete OO way of d...
id# 1262 | Planned Release: None | Last Updated: Feb 16 at 8:33 AM
by Deldy
A manager that ensures that every game objects Draw and Update commands are called. GameObjects need to at least implement the IGameObject interface, there is also a abstract class called BasicGame...
id# 1261 | Planned Release: None | Last Updated: Feb 15 at 1:03 PM
by Deldy
In charge of taxi design (could be multiple by time of project completion)
id# 1269 | Planned Release: None | Last Updated: Feb 14 at 7:01 PM
by Wingwarp
In charge of texturing models.
id# 1274 | Planned Release: None | Last Updated: Feb 14 at 6:58 PM
by Wingwarp
In control of the physics aspect of the engine.
id# 1266 | Planned Release: None | Last Updated: Feb 13 at 7:25 PM
by Wingwarp
In control of the artificial intelligence of the game, this might later be split into two categories, depending upon our needs.
id# 1265 | Planned Release: None | Last Updated: Feb 12 at 2:12 PM
by Br4v0
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1-10 of 18
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