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visits member for 1 year, 2 months
seen Mar 3 at 3:46

C++/Java/C# coder. Qt and android developer


Oct
27
awarded  Talkative
Oct
26
awarded  Commentator
Oct
26
comment Making more complicated systems(entity-component-system model question)
By the way, which system do you use yourself? Any recommended approaches? Because most of the threads cover lots of themes to choose from.
Oct
26
awarded  Scholar
Oct
26
comment Making more complicated systems(entity-component-system model question)
I'll read this, thanks. My problem definitely will be solved using this.
Oct
26
accepted Making more complicated systems(entity-component-system model question)
Oct
26
comment Making more complicated systems(entity-component-system model question)
Is there any resources which show how to implement and use those systems? I think OP's solution was too difficult to understand with all those long named classes. Most tutorials I've seen focus only on the aspect of creating simple systems, but I've never seen one where messaging between systems is covered.
Oct
26
asked Making more complicated systems(entity-component-system model question)
Oct
21
comment Role of systems in entity systems architecture
@Byte56 yeah, I'm just asking what should I do when I add one more component. Should I put the byte representing it in the beginning of id? Would previous checks(without considering that byte) work for this id too?
Oct
21
comment Role of systems in entity systems architecture
Thanks, that's really useful. But I have one question: what if you add one more component? Do you need to add one more bit to id of Entity and remake checks in every system?
Feb
21
comment Is caching tiles like this a good idea?
Yeah, I don't need to do this every frame, but I have to get position of left-top corner of tile texture in a tileset image to draw it.
Feb
20
awarded  Supporter
Feb
20
comment Is caching tiles like this a good idea?
Well, every tile has it's own collision property. It's just an int. (0 - solid, 1 -walkable, for example). So instead of trying to find those values using tiles id, I can just compare id and if it was the same as now, that I don't need to search in vector
Feb
20
comment Is caching tiles like this a good idea?
Thanks, I'm just beginning to make my game and worry about everything because there will be a lot more stuff on the screen so I won't really know what causes perfomance issues
Feb
20
comment Is caching tiles like this a good idea?
Well, drawing is 60 frames per second and there are like 50-60 tiles on the screen on the moment, so I need to access elements of vector for 60 * 2 times(to get tx, ty) per frame
Feb
20
comment Is caching tiles like this a good idea?
I can't use lenght encoding, because I'm not really sure data will always stay the same way. I'm just wondering if storing last value will be faster than accessing vector
Feb
20
awarded  Student
Feb
20
asked Is caching tiles like this a good idea?