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5
votes
1answer
176 views
How to progress an entity-component gamestate in a turn-based game?
So far the entity component systems I've used have worked mostly like Java's artemis:
All data in components
Stateless independent systems (at least to the degree that they don't require input on ...
2
votes
1answer
120 views
Collision Resolution: How to avoid Interpenetration/Tunneling Caused by Prior Collision Handling? [duplicate]
My game processes world collisions followed by entity collisions. The problem here is that entities can break through walls the next frame when world checks are run again as a result of the prior ...
7
votes
2answers
254 views
How to handle entity path-finding and movement in a large networked world?
Considering the image above with tiles split into 32x32 boxes, I have an entity which is marked to 'aggro' nearby players that come close to it. I'd like this monster to ideally chase the player (and ...