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Nov
28
comment Many sources of movement in an entity system
Exactly But move x by 10 in 2 seconds and move x by -20 in 4 seconds, would keep the entity still for 2 seconds, then move it -2 in the following 2 seconds
Nov
25
comment Many sources of movement in an entity system
No worries. The OO way does have its advantages, but things get ugly, fast
Nov
25
comment Many sources of movement in an entity system
This particular MoveBy example was just an example. The question was more about how you compound things together like that. If I need to specifically say 'move by x=5 and y=6 in 5 seconds' 'move by x=10 y=2 in 10 seconds', at the same time, is this how I would do it?
Nov
25
comment Many sources of movement in an entity system
Sort of, but the difference being that this velocity is only valid from one time to another, and many of them can be compounded together at once. I think I just needed some reassurance, I've been strict (anal, almost) OO for my games in the past -- which years later on the same project, has crippled our production speed -- and this is scarily unfamiliar territory ;). Great answer on the other post by the way, helped clear up some things
Nov
25
comment Many sources of movement in an entity system
That's basically the OO design that we already have right now. An Entity, with derivatives (Character, Monster) etc., I've been leading a team of us that have been working on this game full time for almost 2 years, and with everybody changing things at will, it's become a horrible, horrible codebase -- and is starting to take an embarrassingly long time to get new features shipped. The Entity System idea seems to be exactly what I'm looking for, so while your answer isn't quite relevant, you should read up on the links at the top of the question yourself, see if they can help you out :)
Nov
25
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Nov
25
asked Many sources of movement in an entity system
Nov
5
awarded  Teacher