727 reputation
18
bio website
location Tennessee, USA
age
visits member for 1 year, 9 months
seen 5 hours ago

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.


5h
answered most effective storage of logged information
5h
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
Feb
27
asked How best to apply Quad-tree based LOD to terrains loaded in a paged fashion?
Feb
25
comment How to create a vertex buffer that provides this pattern?
@concept3d I considered tri-strips only because it would likely be compact than tri-lists. Plus given I've seen this pattern in several AAA games, I thought they'd also would have considered tri-strips over lists since they're more compact and from my reading, better performance.
Feb
25
comment How to create a vertex buffer that provides this pattern?
@Byte56 I thought about just doing four triangles per quad but was wondering if there was a more optimal way or compact way to represent the pattern.
Feb
25
asked How to create a vertex buffer that provides this pattern?
Jan
21
awarded  Editor
Jan
21
revised How are scripted camera usually managed?
added 32 characters in body
Jan
21
answered How are scripted camera usually managed?