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seen Oct 27 at 1:05

Jul
12
awarded  Popular Question
Jun
11
asked What's the best way to handle numerous recurring log entries in game loop?
Dec
29
answered Rectangles render with gaps in between them (Box2D)
Mar
8
awarded  Scholar
Mar
8
accepted How can I organize render and transformation data in a scalable fashion?
Mar
8
comment How can I organize render and transformation data in a scalable fashion?
Got it! I really like your idea of component based design, and will definitely implement something similar. If I may follow up: the way I understand it is that you have 1 type of component per store, is that correct? So for renderable component you do not have a "regular" component, skinned component, etc. I guess that is the case since you probably want optimal cache hits when traversing the components in a given store. Do you feel that this limits the flexibility of the system? I'm sure it does wonders for multithreading :)
Mar
7
comment How can I organize render and transformation data in a scalable fashion?
@thedaian I appreciate you taking a moment to let me know why the title was changed. When the title previously changed without notice or explanation I got upset (I know it wasn't you).
Mar
7
revised How can I organize render and transformation data in a scalable fashion?
edited title
Mar
7
revised How can I organize render and transformation data in a scalable fashion?
edited title
Mar
7
comment How can I organize render and transformation data in a scalable fashion?
Woah! I apologize I certainly had you misunderstood. How would you handle the cases, say, with an entity that has a single collision volume and an entity has multiple collision volumes? It that just abstracted by a parent class that is CollisionVolume which may have child volumes? On another note, what about transformations? Say, one model has Rotation, Translation, Rotation again and Scale. Another model has just Translation. Wouldn't that introduce redundancy in the parallel component arrays for entities that do not need certain transforms?
Mar
7
awarded  Supporter
Mar
7
comment How can I organize render and transformation data in a scalable fashion?
(lol @Jaakko) Thank you for your answer Koarl. That looks to be an interesting alternative way to do it. Do you keep all the possible component indices in your Entity class and then just set them to point to the valid component as it becomes necessary? Kind of like handles? Components as I understood are stored in an array side-by-side (but not 1-to-1) with Entity objects, correct? That's interesting, I haven't tried a component based pattern yet, stuck to inheritance though it came out pretty ugly on my end.
Mar
7
comment How can I organize render and transformation data in a scalable fashion?
@Griffin yeah I just had a thought so I threw it out there; maybe give someone an idea? I had a think about it for some time but I am not sure how to package up events if I were to start including matrices in them they would just get bloated. Still open to suggestions though!
Mar
7
comment How can I organize render and transformation data in a scalable fashion?
@Daniel you should have seen the first one :) I threw it away in favor of trying to provide ("exchange"?) some information about what I have done, lending a clue of what I was doing so far.
Mar
7
awarded  Student
Mar
7
awarded  Editor
Mar
7
revised How can I organize render and transformation data in a scalable fashion?
added 102 characters in body
Mar
7
asked How can I organize render and transformation data in a scalable fashion?