
- #The 99 critical shots in pool free download code
- #The 99 critical shots in pool free download download
Each red ball grants 1 point, while the "color" balls grant from 2 to 7 points (Yellow=2, Green=3, Brown=4, Blue=5, Pink=6, Black=7). The game itself is a simplified snooker game. In this game, I used the 3D audio engine to play the sound according to the coordinates of the source. You can do something similar by telling the IrrKlang engine to play a " roar.wav" sound in different XYZ coordinates, considering the reference point as being the first person shooter (you).

At the end, you notice you have been followed by a treacherous monster, who was getting closer, passing from your right to your left. Then, the sound comes from your right side. Walking a little more, the sound is as loud at your right ear as at your left ear. As you keep walking, the sound becomes louder. You are walking by a dark street, and you are hearing a soft roar coming from your right side. Just think about a first person shooter game. It has a very interesting 3D audio engine, where you can define the sound and the XYZ coordinates. Fortunately, I found the wonderful IrrKlang audio engine and got the problem solved. Then, I tried playing it with the default object, but soon I noticed it doesn't play simultaneous sounds: whey you play a sound, all executing sounds are stopped. wav files that could be useful for the cue hitting the cue ball, the balls hitting each other, and other real pool game sounds. I wanted the game to have sounds to make it more realistic and exciting. Realistic sound effects: When I finally got the graphics working, I noticed something was missing.
#The 99 critical shots in pool free download download
It might have been easier if I ported the game to XNA technology, but I didn't want to force CodeProject users to download additional Visual Studio packages. At first, this looks like too much effort, but for a game like this, the speed of rendering is critical. After all balls stopped moving, the "movie" is done and played.
#The 99 critical shots in pool free download code
Then, I refactored the code by doing all calculations first, and then created a "movie" in memory containing the sequence of frames (each frame is a snapshot of the balls at some point in time, over the pool background). If you take, for example, other snooker games, you'll notice that each shot has a fluid rendering. This difference affected the rendering, and appeared like it was "cut" at some points. The problem is that, usually, the calculation time was different for each tick, because sometimes I had just one ball moving, while at others, I had 10 balls colliding and moving at the same time.

At every tick, the positions of the balls were calculated and then the graphics were rendered.


When the balls are moving, they must always be confined inside the borders, and remain on the pool unless they fall into the pockets.
