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| visits | member for | 5 months |
| seen | Apr 5 at 8:19 | |
| stats | profile views | 7 |
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Jan 8 |
comment |
Retrieving components from game objects (entities) 'Systems maintain a list of the entities they're interested in.' Sometimes you just need it spelled out to you :) Thanks, I was missing this point! Would it be reasonable, however, for an EntityManager (or Engine) to maintain a list of these, and the systems themselves just have a reference to the list. That way they wouldn't have to have worry about new entity registration/removal to their list, and could delegate that task to the more generic EntityManager class. That class would then manage entities for all registered systems. |
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Jan 8 |
comment |
Retrieving components from game objects (entities) Thanks for the link to Richard Lords post. Along with your answer, that has has seriously helped my understanding. I now know that I was missing an EntityManager (or Engine) class and was trying to do everything (wrong) within the game loop between the systems and entities directly. |
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Jan 4 |
comment |
Retrieving components from game objects (entities) I've had a play around with the Artemis Framework, but this is still performing type checking. It effectively uses a repository pattern for each type of component, checks what type a component is and adds it to the correct repository for retrieval later. |
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Jan 3 |
asked | Retrieving components from game objects (entities) |
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Jan 2 |
answered | Labeling Areas on a map |
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Dec 28 |
answered | Twin stick shooting with keyboard |
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Dec 28 |
answered | XNA 4.0 - strange blueish alpha with Spritebatch over Skybox |
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Dec 27 |
comment |
XNA 4.0 - strange blueish alpha with Spritebatch over Skybox It could be that you are clearing the scene on the first line of your code with a blue tint ? SceneFactory.Graphics.GraphicsDevice.Clear(Color.CornflowerBlue); Try changing the colour to white and see if that helps as a first quick step. |
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Dec 16 |
awarded | Scholar |
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Dec 16 |
awarded | Supporter |
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Dec 16 |
accepted | XNA Moddable Game - Architecture Design and Reflection |
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Dec 14 |
answered | Avoiding orbiting in pursuit steering behavior |
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Dec 14 |
comment |
XNA Moddable Game - Architecture Design and Reflection Yes, I'm using abstract classes to have some very basic implementation of, say, the IInputSystem. I was just wondering whether mixing interfaces together with abstract classes was the done thing. I don't want to have to get all the modders of certain systems to have to write the same basic code. I can't mark a comment as an answer, but if you'll like to put one in, I'll mark it. |
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Dec 14 |
answered | 2d shapes in XNA 4.0? |
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Dec 14 |
answered | Sprite and Physics components or sub-components? |
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Dec 14 |
comment |
XNA Moddable Game - Architecture Design and Reflection Cool, would it be seen as ok that abstract classes can make up part of these base projects too ( MyModel), rather than just having them consist of interfaces ? |
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Dec 14 |
answered | XNA: Runtime differences in ClickOnce install versus development version |
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Dec 14 |
awarded | Teacher |
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Dec 13 |
awarded | Student |
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Dec 13 |
answered | Exporting XNA class library as a DLL file |