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Jan
17
comment Implementing my Entity System. Questions about some problems I have found
No worries :) remember that most of the functionality of a component is in the component. All that is needed are the specific ways to update and fetch the components, as mentioned. For general management of components though, a single system to handle access, memory and a generic update loop can work for all component types. :)
Jan
17
comment Implementing my Entity System. Questions about some problems I have found
Honestly when you swap over to components it really merges systems together pretty well. One system to manage all components, then a system for the scene graph that can use the positional and rendering components to know what to use for rendering, an audio system that uses positional and audio representation components to play sound effects or music and the like. Another system that handles input from devices or networking that then passes them off to the positional components. To answer the questions though, there is no magical way to do any one thing, just have to do what works for you.
Jan
16
comment Implementing my Entity System. Questions about some problems I have found
That does not sound too bad for me and I think is a good place for you to further your progress on your engine :)
Jan
15
revised Implementing my Entity System. Questions about some problems I have found
Another EDITED tag shows the change
Jan
15
revised Implementing my Entity System. Questions about some problems I have found
Edited where marked with the word EDITED
Jan
14
comment Implementing my Entity System. Questions about some problems I have found
@DeadMG Component systems are made up of multiple objects, each of the sub objects can have a constructor but the object itself doesnt... depending on implementation. A factory to make the object based on a template is the most common method of piecing together component objects.
Jan
14
answered Implementing my Entity System. Questions about some problems I have found
Jan
13
comment How are potentially visible sets (PVS) determined in state of the art games?
Not worthy of an answer cause I wont go into detail but: Oct-Trees are generally outdoor environments, BSP and Cells & Portals are interior environments.. You are looking for Scene Graph culling techniques.. please do not get confused a zoned loading solution for streaming data :)
Jan
13
awarded  Editor
Jan
13
revised How many threads should I have, and for what?
Included information given in a comment to increase the accuracy of the response.
Jan
13
comment How many threads should I have, and for what?
The system you mention is very akin to a scheduling system mentioned in the answer given by the Other James, still good detail in that area so +1 as it does add to the discussion.
Jan
13
comment How many threads should I have, and for what?
Ah, +1 :) I was always restricted to the networking areas of the 360 and ps3, hehe :)
Jan
13
comment How many threads should I have, and for what?
+1 for the mentioning of a Scheduling system.. usually a good place to center thread/system communication :)
Jan
13
answered How many threads should I have, and for what?
Jan
13
comment Any interesting thesis topic?
Well, just read the question and ignore the subjective (what is interesting) part of it. He is clearly looking for a list like the answer I see below, a list of game technologies that are being pushed further and further now that near photo-realistic rendering has been around.
Jan
12
awarded  Critic
Jan
11
comment How to calculate new direction after sprite collision
Good general purpose answer. Just a little note for those making more simplistic rebound game like breakout or pong or the like, if you have a axis aligned bounding box and are not doing real physics (you want the velocity to remain the same) then you can just swap the components of the velocity vector. ie: If you reach the left or right edge of the box, negate the X value of the velocity vector. If you reach the top or bottom, negate the Y value of the velocity.
Jan
7
comment Card Game Suggestion
The AI for the card game is very different from game to game, i do not think you are going to find much of an answer with out some specific card game in mind. (You do not play poker in the same way you would spades, gin or rummey for example)
Jan
7
awarded  Commentator
Jan
7
comment Custom mesh format - yea or nay?
You have some answers below so Ill just chime in with a quick: You will generally want to keep your model data and your animation data and the like separate.. Maybe closely related/named files, but if you ever need to change things, its nice to have one thing not require the change of many.. For 'Production' vs 'Development' assets you could always combine all your raw animation, model, collision data, etc.. into a single concatenated object, but that level of asset processing may not be immediately needed either.