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visits member for 1 year, 11 months
seen Nov 11 at 20:49

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.


Nov
10
answered Entity Component Architecture and Scripting without using threads
Nov
10
comment Trouble Using Component Base Pattern
@Ello I believe what Nick was suggesting is that you have a separate class called 'Player' that has a variable of 'GameEntity'. This player class acts as an abstraction layer around the 'GameEntity' and component system for player-specific functionality.
Oct
29
revised Dealing with multiple scenes /levels
corrected code reference in for loop.
Oct
29
answered Dealing with multiple scenes /levels
Oct
29
answered When would a mesh collider be better than primitive colliders
Oct
29
suggested suggested edit on Dealing with multiple scenes /levels
Oct
28
comment How do I attach UI data to logic data?
@therufuser I edited by answer and hopefully it's clearer what I was trying to convey.
Oct
28
revised How do I attach UI data to logic data?
deleted 441 characters in body
Oct
27
answered How do I attach UI data to logic data?
Oct
27
comment What exactly IS a model?
Yep, sounds very similar to OGRE3D's Entity class where it contains multiple SubEntities for each sub-mesh that has a particular material with it's own set of shaders and parameters.
Oct
27
answered What exactly IS a model?
Oct
27
comment Building a C-E engine in a high level language, how can I integrate optional lower-level components that own overlapping state?
That's somewhat subjective depending on your approach to how you store component data. I've seen implements in LUA and other scripting languages and they work just fine. It isn't uncommon to prototype components in a scripting language, get their functionality working as desired and then port them to the native language if performance becomes a problem.
Oct
27
comment Building a C-E engine in a high level language, how can I integrate optional lower-level components that own overlapping state?
I think this approach adds a level of inheritance and coupling that can be avoided by using separate components for their specific tasks. It isn't uncommon to have objects require some spatial information but aren't controlled by physics while some may require both. Keeping them separate keeps the code clean IMO and when you need spatial information, you get it from the transform/spatial component regardless whether the entity is physics controlled or not. What would you do if you temporarily disabled physics allowing a player to fly?
Oct
27
answered Handling differing inventory items on use interactions
Oct
27
answered Key mapping for a 2-players game
Oct
26
awarded  Citizen Patrol
Oct
25
answered Building a C-E engine in a high level language, how can I integrate optional lower-level components that own overlapping state?
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)