| bio | website | |
|---|---|---|
| location | Tennessee, USA | |
| age | ||
| visits | member for | 5 months |
| seen | Apr 1 at 14:43 | |
| stats | profile views | 11 |
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Apr 1 |
answered | Game architecture / design question - building an efficient engine while avoiding global instances (C++ game) |
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Feb 28 |
answered | Server architecture software side |
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Feb 28 |
answered | Game Editor plugin architecture |
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Feb 23 |
awarded | Tumbleweed |
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Feb 16 |
asked | Terrain Multi-texturing Approaches |
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Jan 21 |
answered | How should IDs be assigned in an entity component system? |
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Jan 17 |
answered | Multiple pipelined game loops |
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Jan 14 |
comment |
Where to generate data in an Entity-Component System? @Mark Since Terrain is dynamic for your in this case, you could easily generate the terrain first and then by using the API I showed above, you query to get the Y height and simply adjust your entity's position position's starting transform when you load the level data. This seems more logical in flow of processing a level load to me. |
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Jan 12 |
answered | Where can I find an open source component-based game? |
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Jan 12 |
comment |
How to resolve duplicate data in Entity Systems? @Miguel Duplicating data isn't necessarily bad if there a logical reason to do so. Entity Systems, depending on how you organize your game loop, usually play really nice with parallism ideas when things are adequately decoupled that you can minimize or avoid the need to use any synchronization concepts between each parallel thread of execution. This is where duplicating data can really help and you simply define specific sync points where you replicate the data between components/systems where needed. |
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Jan 12 |
answered | Abstracting the ability to attack using an ECS |
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Jan 12 |
answered | Entity systems with mixed responsibilities (eg render + handle input) |
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Jan 12 |
answered | How to resolve duplicate data in Entity Systems? |
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Jan 11 |
awarded | Critic |
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Jan 11 |
awarded | Supporter |
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Jan 11 |
answered | Handle Multiple Scene |
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Jan 11 |
answered | Should Client->Server/Server->Client packets be separate? |
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Jan 4 |
answered | Game loop, how to check for conditions once, do something, then not do it again |
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Jan 2 |
answered | Should each Entity have its own update and render methods? |
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Dec 20 |
comment |
Hobby project : learning game design or game development? In case my definition of design/development aren't aligned with the OP and are more aligned with what Grzegorz has outlined, then consider this... Focus on making a game first and less focused on crucial design issues. I've often gotten sidetracked on trying to design some overly engineered solution that could have easily been implemented with a basic language construct to start and later refactor as needed. It's a hard lesson to learn but pays off when you adhere to it. |