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bio website github.com/Midori-Ryuu/…
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seen Nov 23 '12 at 7:35

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accepted Composition heavy OOP vs pure entity component systems?
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comment Composition heavy OOP vs pure entity component systems?
Wow reading your post gave me a nightmare! Of course, I do mean that in a good way, seeing as you opened my eyes to what kind of nightmare I might end up with! I wish I could reply more to such a detailed answer, but there's not much to add really!
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awarded  Commentator
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comment Composition heavy OOP vs pure entity component systems?
Thank you for your reply even though you were on the phone! I do understand what you mean. The move component based things are, the more flexibility I have to alter things. It's the reason why I'm going to go ahead and try a composition approach with minimal inheritance. (Even more than the one I proposed.)
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comment Composition heavy OOP vs pure entity component systems?
I understand your point of view all. I'm perfectly fine with the closing, and I did indeed post the subject on Gamedev.net (where it's getting a lot of attention, weirdly!)
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comment Composition heavy OOP vs pure entity component systems?
I don't, but like I said, I barely have any experience and I am far from the best judge for this.
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asked Composition heavy OOP vs pure entity component systems?
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comment How do you make bullets move at an angle in different angles using delta
Hmmm... I don't know.. the cast is being done -after- the delta is multiplied by the movement speed, and in my calculations the added x is often much larger than 1, thus giving a low error rate when cast to an int. But yeah, as you said, it is probably better to use floats or double.
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accepted How to efficiently manage animations and/or textures (resources) in a game?
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comment How do you make bullets move at an angle in different angles using delta
The reason why I use floats is because a lot of the library's functions use float parameters, but using integers works just as good. Just replace the (float) with (int)
Aug
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comment How do you make bullets move at an angle in different angles using delta
I didn't quite understand what you mean. This is the equation I use, just like yours. You just need to add delta to your x = x + (int) (hipothenus * length * Math.cos(this.angle)); with hipthenus being the bullet's speed multiplied by delta.
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answered How do you make bullets move at an angle in different angles using delta
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comment How to efficiently manage animations and/or textures (resources) in a game?
I tried searching before asking here actually, but I came up with nothing >:
Aug
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comment How to efficiently manage animations and/or textures (resources) in a game?
I already have a separate animation for each object (otherwise they will play the same animation simultaneously). I am going to use spritesheets, but I wanted to experiment with animation first. Also, you got me on 'pretty code' which was what I was aiming for. I actually fixed it 50-50 after asking the question. I gave the entities' states which they change and alter, and based on them, the animation manager will choose the right animation. Thank you for your answer!