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Feb
19
awarded  Yearling
Dec
22
answered How can I simulate a limited (256) color palette in OpenGL?
Dec
6
awarded  Enlightened
Dec
6
awarded  Nice Answer
Dec
5
revised Essential 2D engine features
edited body
Sep
23
comment What C# libraries can be used to support game development?
@JoshPetrie You may be right. I was unsure whether or not it mattered in this particular context - anyway, I've added a disclaimer now. :)
Sep
23
revised What C# libraries can be used to support game development?
Added disclaimer
Sep
22
answered What C# libraries can be used to support game development?
Jun
17
answered OpenTK 2D Engine
Jun
10
awarded  Caucus
Feb
19
awarded  Yearling
Jan
18
comment Entity Component System: Retrieving components quickly
@Drew R I really doubt that you'll ever actually need 25000 distinct entities in a 2D game. If you have any kind of requirement that needs huge object numbers like this, I wouldn't use the component-based approach for them at all and instead group multiple objects of the same kind to one Entity simulating / rendering them all. A very good example for this are particle systems: You wouldn't really model each particle as a single Entity, would you?
Jan
18
answered Slick2D Isometric TiledMap Rendering Problem
Jan
18
revised Entity Component System: Retrieving components quickly
Expanded answer a little.
Jan
18
answered Entity Component System: Retrieving components quickly
Jan
17
comment Handling movement using an Entity Component-based System Architecture
@gamer13 As I said, teleporting happens by just setting the Transforms position property to some value, which will not update the accumulated velocity value as described above. Any non-teleport movement such as the physics update or other (probably user-defined) movement happens by calling transform.MoveTo / transform.MoveBy methods which will add up to the measured total velocity value. I don't really get that cyclic notification problem you're talking about, though. Probably because I use a software design that differs in some details. It shouldn't be too hard to avoid that kind of stuff.
Jan
17
answered Handling movement using an Entity Component-based System Architecture
Dec
31
answered A game engine like unity but for 2d
Nov
23
awarded  Commentator
Nov
23
comment Is OpenTK Dead?
Yeah, I think "stable" is a word that describes OpenTKs state better than "dead". I don't recall missing anything or hitting roadblocks because of WiP areas.