| bio | website | brutalservers.net |
|---|---|---|
| location | Gainesville, FL | |
| age | 27 | |
| visits | member for | 2 years, 9 months |
| seen | Jun 17 '11 at 23:48 | |
| stats | profile views | 38 |
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May 4 |
awarded | Nice Question |
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May 3 |
awarded | Notable Question |
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Jan 24 |
awarded | Popular Question |
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Feb 22 |
awarded | Popular Question |
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Oct 29 |
awarded | Nice Question |
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Aug 1 |
awarded | Yearling |
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Jun 17 |
accepted | How are physics or graphics components typically built in a component-oriented system? |
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Jun 17 |
comment |
How are physics or graphics components typically built in a component-oriented system? As for the pure virtual, that was just an oversight on my part, thank you for mentioning it. Same with the velocity. As far as the Subsystem's controlling the components, that thread (read that a few hours ago actually) makes sense but confuses me as well. I learn best from seeing simple but full implementations rather than just psuedo code/logic, and unfortunately that is all that thread consist of. That has been the hardest part about figuring out the Object/Component system as I find TONS of information and very little implementation code. |
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Jun 17 |
comment |
How are physics or graphics components typically built in a component-oriented system? As far as the "Other Comments" portion, thanks for this. I mixed strings because I generally prefer to use all Ogre functions as a basis for my project's that use Ogre, but I started switching it up in the Object/Component system since it lacked map/pair/etc. You are right though and I have converted them all over to the std members to seperate it from Ogre. |
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Jun 17 |
awarded | Commentator |
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Jun 17 |
comment |
How are physics or graphics components typically built in a component-oriented system? This answer was excellent. I still haven't figured out a way to space paragraphs in comments (enter key just submits) but I will address these responses. Your description of the Object/Component system made a lot of sense. So just to clarify, in the case of a PhysicsComponent, in the component's constructor, I could just call my PhysicsManager's CreateRigidBody() function, and then store a reference to that in the component? |
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Jun 17 |
asked | How are physics or graphics components typically built in a component-oriented system? |
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Jun 17 |
comment |
Combination of DLL/Plugins with Object/Components Thank you, great answer! |
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Jun 17 |
accepted | Combination of DLL/Plugins with Object/Components |
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Jun 16 |
asked | Combination of DLL/Plugins with Object/Components |
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Oct 9 |
comment |
Writing a custom model file format Thank you, I will give that a try. |
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Oct 8 |
asked | Writing a custom model file format |
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Oct 8 |
accepted | Custom Content Package for Files |
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Oct 8 |
accepted | Change from Bullet/OgreAnim to Havok? |
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Oct 5 |
comment |
Where can I meet other independent game developers? I must be an anomaly then. I wake up, spend all day coding, then go to bed :) |