150 reputation
7
bio website danpantry.wordpress.com
location Wales
age 19
visits member for 2 years, 2 months
seen Sep 3 at 20:34

CDD: Coffee-Driven Development.

I'm an advocate of good code design and testability. Here are the technologies I am familiar with:

  • C#
  • Java
  • Ruby
  • Python
  • JavaScript
  • SASS
  • Semantic HTML5
  • CoffeeScript
  • Rails
  • ASP MVC 5

Disclaimer: I sometimes have issues with socializing. Please do not take anything I say as being a personal attack on you. I'm working on these issues with a counsellor. This might seem out of place for a network profile, but I don't want to offend anyone :-)


Sep
2
awarded  Autobiographer
Apr
27
accepted 16-bit PNGs in Slick2D
Apr
10
awarded  Popular Question
Jan
1
awarded  Teacher
Dec
2
answered 16-bit PNGs in Slick2D
Dec
2
revised 16-bit PNGs in Slick2D
added 235 characters in body
Dec
2
comment 16-bit PNGs in Slick2D
16-bit total per for all channels. I managed to fix the issue though (well, hack-fix) by disabling the pure java png loader in slick2d
Dec
2
revised 16-bit PNGs in Slick2D
added 121 characters in body
Dec
2
asked 16-bit PNGs in Slick2D
Aug
13
accepted Handling movement in an Entity Component System
Aug
13
comment Handling movement in an Entity Component System
Yes, yes I can, :P
Aug
12
comment Handling movement in an Entity Component System
to set the booleans to true/false based on input so the player could keep moving until the key was released, at which point the boolean is set to false and the player keeps moving to the nearest exact tile
Aug
12
comment Handling movement in an Entity Component System
Thank you for your input. As stated above, Velocity will become Physics, later on. :) I was considering merging Transform with Entity, so I shall do that now - thank you. The width and height are actually for rendering as well, that said, upon reflection, I think it would make more sense in a collision component - the spritecomponent that I will no doubt end up creating would have the width/height of the sprite anyway. StateComponent sounds like a great idea, thank you :P MoveFromKeyboardComponent is a component that has booleans depending on whether certain inputs are pressed. The idea was
Aug
12
awarded  Commentator
Aug
12
comment Handling movement in an Entity Component System
@sean: This is my first ECS implementation so it will be a bit... sketchy. :P VelocityComponent will be a PhysicsComponent later on, but I named it VelocityComponent simply for - well, simplicity - because I haven't done anything related to physics yet. Right now, I am just trying to get a 16x16 blue box to move around on the screen responding to input. :P I did actually initially try using OOP but I found it too bloated when I wrote things, so I decided to try out this approach - and I really like it ^^
Aug
12
comment Handling movement in an Entity Component System
@Sidar: there is - The boolean is inside MovementComponent. But yeah, that makes sense, thank you. Also, I've changed it so it no longer iterates over every entity - instead, I have a ComponentAdded() callback that is called whenever a Component is added to an Entity. A system indicates what types of components it is interested in when you register it, so that callback is called there and then.
Aug
12
comment Handling movement in an Entity Component System
The reason I have a Dictionary<Guid, Entity> is to adopt the approach that you have, but to be able to access Entities via Guid too (Unless I missed something then please enlighten me) :)
Aug
11
awarded  Editor
Aug
11
revised Handling movement in an Entity Component System
added 367 characters in body
Aug
11
asked Handling movement in an Entity Component System