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seen Aug 23 at 7:34

A game developer, not really indie or commercial. Trying to find a way...


Jul
20
comment Lua Implementation
Not really an answer since it doesn't use Lua but since I had some time on my hands and I was curious about how it would look exactly in code, I tried to implement a part of your system using my scripting engine - SGScript (sgscript.org). You can download the code (precompiled Windows x86 binaries are included) here: sgscript.org/files/sgs-entities.zip P.S. Please let me know if there's anything important missing from the example or just anything else that you'd like to see there. I'm looking for as many use cases for testing as I can get my hands on. :)
Dec
9
awarded  Nice Answer
Nov
12
awarded  Popular Question
Aug
30
awarded  Yearling
Mar
7
comment What's the appropriate way to define configuration settings of game objects for a proper code accessed via C++?
@sharethis Have you seen any Linux-oriented C project? They have way more #defines and they "somehow" seem to be working just fine.
Mar
7
comment What's the appropriate way to define configuration settings of game objects for a proper code accessed via C++?
Everything's fine, just go with what you have. Those so-called experts rarely consider practical matters so do your best to take everything they say with a grain of salt. All they care about is "perfect" use of C++ while I'm sure you care more about getting things done. The goals obviously do not match.
Mar
3
answered Why does matrix multiplication lead to different result if it's done on CPU, compared to GPU(shader)?
Feb
26
comment How can I have parent-child transform in a component system?
Yeah, I was just taking about that "inheritance vs. ECS" part. You're right about transforms being a different/another problem.
Feb
26
comment How can I have parent-child transform in a component system?
You're misinterpreting the point of E/CS - it is meant for data-driven game object behavior composition. If being data-driven isn't necessary (and it usually isn't), simple composition is more than enough.
Feb
9
comment Why do most game devs prefer OGL for OS X and D3D for Windows?
@Arnas OpenGL is a simply a worse API. So why should they? Consistence? Windows has a much bigger number of users so it would make sense to start with a Windows-optimized version and port only if the game sells and brings in money.
Feb
9
comment Why do most game devs prefer OGL for OS X and D3D for Windows?
There is no Direct3D for OSX, otherwise they'd probably use that.
Feb
8
awarded  Custodian
Feb
8
reviewed Excellent Astar heuristics closing in on an answer before searching around to find nodes with lower movement costs
Feb
8
reviewed Satisfactory Implementing a camera / viewport to a 2D game
Feb
8
reviewed Excellent Demystifying “chunked level of detail”
Feb
8
reviewed Needs Improvement Is there an isometric 2d game that doesn't use tilemapping?
Jan
30
comment How would the entity system handle dependent components?
This has been asked many times already. Check the right side for clues and be open to different naming since everyone hits this problem somewhat differently.
Jan
27
comment How can I have parent-child transform in a component system?
@Den, if the code/concept doesn't work, coupling is really the last thing to worry about.
Jan
27
comment How can I have parent-child transform in a component system?
It's generally better to try and evaluate things in very small projects before moving them into bigger ones. If this already is a small project, you'll just have to find a way to fix it or get back to the real thing.
Jan
27
answered How can I have parent-child transform in a component system?