535 reputation
210
bio website evincarofautumn.blogspot.com
location United States
age 23
visits member for 4 years, 1 month
seen Oct 10 at 20:08

I like programming, language, and collecting hobbies.


Oct
1
revised How would one determine the length of a path?
Spelling and tags.
Oct
1
suggested suggested edit on How would one determine the length of a path?
Sep
24
comment How does Trine's lighting look so spectacular?
@JonathanHobbs: That's fair. I just find it a particularly overused tool. Things have a tendency of being overused when they become easy to use, then tone down over time (consider the early internet). I think that's what's happening with bloom.
Sep
24
comment How does Trine's lighting look so spectacular?
@JonathanHobbs: I just think blurring the specular channel on everything is a bit excessive. It's like a lens flare: it's a simulation of the side-effects of an imperfect lens. Why would you do that?
Sep
23
comment How does Trine's lighting look so spectacular?
Ugh. Why do people think this looks good? :(
Sep
14
comment When would I use “scripts” or “scripting” in a game, as opposed to the core language?
Artists should not be made to program anything. You separate engine from game logic for the sake of modularity, not for the sake of offloading development to people whose strengths are elsewhere.
Sep
14
awarded  Autobiographer
Sep
10
awarded  Yearling
Jul
10
accepted Appropriate level of granularity for component-based architecture
Jul
9
comment Appropriate level of granularity for component-based architecture
@Den: I'm writing some physics code, but it's not an engine by any means. Just mundane 2D kinematics.
Jul
8
comment Appropriate level of granularity for component-based architecture
Fair enough. I just wanted to make sure I understood you correctly. With the slot system I have, it's simple and efficient for components to communicate, so I really don't see any drawbacks to the "super-micro" scale. I don't intend to refactor this into a standalone engine, but if I do, then I can always introduce abstractions such as the component groups I mention in my comment on The Communist Duck's answer.
Jul
8
comment Appropriate level of granularity for component-based architecture
I'm not a new developer. If I have components based on concepts rather than behaviour (i.e., top-down versus bottom-up), won't my architecture be more brittle, and more elaborate? I can implement any behaviour I want from small components, but I can't always get the desired behaviour from precombined ones. Not to mention that I can't predict everything I'll want to achieve even in the context of one game.
Jul
8
comment what is the standard solution to pathfinding towards a moving target?
+1 AI can reasonably run much slower than rendering.
Jul
8
comment Appropriate level of granularity for component-based architecture
Sounds fair. My system has very little centralisation: if an Entity has a Position and some components that make that Position participate in physics, then the Entity is de facto physical. I think what I may do is just add some components for logical grouping, and keep all the fundamental components to a single responsibility. So adding, say, a Movable to an Entity would have the same effect as adding a Position, Velocity, and Acceleration.
Jul
8
asked Appropriate level of granularity for component-based architecture
Jun
20
comment What do you look for in a scripting language?
@Joe: Hey. I was kidding. And obviously the answers corroborate one another: high performance, ease of integration, and familiarity are important; other specific language features don't matter so much. I learnt something about what people seem to want, which is exactly what I asked for.
Jun
20
comment What do you look for in a scripting language?
@Joe: I'll give you everything but the pony.
Jun
20
answered Bloom shader makes it impossible to render black?
Jun
20
awarded  Scholar
Jun
20
accepted What do you look for in a scripting language?