Tagged Questions
0
votes
1answer
195 views
How to resolve duplicate data in Entity Systems?
Whilst working on examples and upgrades for my C++ Entity System, something randomly caught the attention of my mind, by surprise: duplicate data. What I'm referring to is how an entity system that ...
3
votes
1answer
367 views
Entity property system
In lieu of a typical implementation of entity-component systems, I've gone the data-oriented route described by Jason Gregory in Game Engine Architecture. This works really well for common properties ...
3
votes
1answer
180 views
Settings object with singleton pattern
I need to build an object that will have only one instance because this Object is dedicated to the storage of vital settings for my application and I would like to avoid a misuse of this type or a ...
5
votes
3answers
219 views
Deleting a game object causing an access violation
I tried doing this but it cause an access violation.
void GameObjectFactory::Update()
{
for( std::list<GameObject*>::iterator it=gameObjectList.begin() .....
(*it)->Update();
...
3
votes
2answers
3k views
How to handle a Block World like Minecraft
I want to write a simple game with a block world like in Minecraft. My theoretical question is what is the best way to handle this block informations during playing. My first Idea was a huge array but ...
11
votes
4answers
961 views
Hide game data from player?
I'm working on my first (C++) game, and I want to use a component based design. I've read a lot about this lately and yesterday I decided I wanted to store object data in external JSON files, to allow ...