| bio | website | github.com/Midori-Ryuu/… |
|---|---|---|
| location | ||
| age | 25 | |
| visits | member for | 9 months |
| seen | Nov 23 '12 at 7:35 | |
| stats | profile views | 3 |
|
Aug 23 |
accepted | Composition heavy OOP vs pure entity component systems? |
|
Aug 23 |
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! |
|
Aug 23 |
awarded | Commentator |
|
Aug 23 |
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.) |
|
Aug 23 |
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!) |
|
Aug 20 |
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. |
|
Aug 20 |
asked | Composition heavy OOP vs pure entity component systems? |
|
Aug 19 |
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. |
|
Aug 19 |
awarded | Scholar |
|
Aug 19 |
awarded | Supporter |
|
Aug 19 |
accepted | How to efficiently manage animations and/or textures (resources) in a game? |
|
Aug 18 |
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 18 |
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. |
|
Aug 18 |
answered | How do you make bullets move at an angle in different angles using delta |
|
Aug 18 |
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 18 |
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! |
|
Aug 18 |
comment |
How to efficiently manage animations and/or textures (resources) in a game? Thank you for your answer! Don't worry, I know all too well the myth that will never die about Java. Your idea about how the animations should handle the images is quite interesting! I would never have thought about it like that! |
|
Aug 17 |
comment |
How to efficiently manage animations and/or textures (resources) in a game? My main target platform is Android.. And manual 'garbage collection' cannot save anyone from bad resource management. |
|
Aug 17 |
awarded | Student |
|
Aug 17 |
asked | How to efficiently manage animations and/or textures (resources) in a game? |