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visits member for 1 year, 10 months
seen Oct 16 at 16:23

Professional C++ developer, JavaEE Systems Architect, and avid gamer.

I've been programming for approximately 30 years with experience across various architectures in C++ and Java environments, with a primary focus on distributed systems, Service Oriented Architecture, and Domain Driven Design paradigms.


Oct
10
answered How can I know how difficult a question is?
Oct
7
comment MMO Client / Server Architecture (NoSQL)
@unknown.0perator Asynchronous IO should allow you to be able to save your world state without having to freeze the players. Depending on how often your asynchronous tick occurs to save state, your world should be mostly up-to-date during a crash. The biggest things to block players on are interactions between players, such as trading items in your game to avoid duplication of items. These operations aren't asynchronous on the server side but atomic to where the client's UI cannot proceed until the transaction completes and is often saved to the data storage.
Oct
4
answered MMO Client / Server Architecture (NoSQL)
Oct
1
answered How can I avoid having many singletons in my game architecture?
Sep
26
answered Entity Component System: Store pointer in Component to Entity
Sep
24
awarded  Autobiographer
Sep
22
answered Communication pattern in Entity Component System
Sep
18
answered most effective storage of logged information
Sep
18
answered Handling player and AI in a component based structure dynamically?
Sep
8
answered Entity Component System for HUD and GUI
Sep
8
answered Entity Component System Coupling
Sep
8
answered Executing Components in an Entity Component System
Sep
8
answered Implementig State-driven agents in an Entity-Component-System
Aug
10
answered How to send components in an ECS System?
Jul
20
comment Decoupling the entity from whatever controls it
@Prog Creating a controller who is responsible for some movement interaction is fine, but I would not have any movement API on the entity class itself. Remember, you will likely have some entities that are stationary but can be used such as doors, chests, perhaps some form of mine/herb nodes, etc. The benefit of a component entity system is that specialized functionality is abstracted out to either a component or a system that operates on components and facilitates that functionality. The idea behind a movement component was to give you an abstracted movement API w/varying controller types.
Jul
16
revised Decoupling the entity from whatever controls it
added 251 characters in body
Jul
16
answered Decoupling the entity from whatever controls it
Mar
1
answered Alternatives to storing all my entities in an SQL database
Mar
1
answered Save “Explored Area” to SQL Database
Feb
27
revised How best to apply Quad-tree based LOD to terrains loaded in a paged fashion?
deleted 6 characters in body