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seen Apr 9 at 11:12

Jan
12
comment How would you design components for an entity like this?
Example: Jump + Frozen is a no no. So when the input system notifies a Jump action the brain will not notify the jump because it is not possible.
Jan
12
comment How would you design components for an entity like this?
I don't know if I fully followed you but there's a key sentence here: "All input can be collected and directly passed as intent (startAcceleratinToLeft, startJump, stopJump, startJump)... And your intent component will have access to all necessary data to manage the intents.". Where should this data live? It seems your itent component is what I see like my Brain component. It receives the actions and broadcasts messages like startjump, etc... A brain must be coded for every entity because it defines the features this entitiy supports and which can be active at same time.
Jan
12
revised How would you design components for an entity like this?
added 142 characters in body
Jan
12
asked How would you design components for an entity like this?
Jan
4
comment 2D games on Unity and collision detection performance
Thanks for the answer. I know how to do the slope thing with unity3D and the built-in physics. The problem is performance. 1 year ago I did some tests with not more than 5 or 6 objects on the screen and it was lagging (less than 30 fps) in my ipod touch 2G. So, my own concern is performance. If anyone could confirm the creation of a 2D platformer with not just 1 enemy and 3 bullets on screen with not high end iphones I would be really happy.
Jan
3
asked 2D games on Unity and collision detection performance
Jan
3
asked How do games using physic engines for 2d games handle platform corners?
Dec
26
accepted Functional reactive programming (FRP) in games. Some doubts and thoughts
Dec
22
comment Functional reactive programming (FRP) in games. Some doubts and thoughts
I see. Have to think a bit more about it. If anyone has any other idea, etc... I would be really happy to hear it.
Dec
22
comment Functional reactive programming (FRP) in games. Some doubts and thoughts
So, to sum up: 1) We agree that ussually a system will hold just a component type. 2) During the creation of a new entity (for me it will be just an id), components are requested to the systems they belong (I see systems as a factory too) and the system will be responsible to play with it when updating. 3) Did you mean that systems where the ones that registered to other systems events? Example: GraphicSystem needs to know position from PositionComponent, so, GraphicSystem listens to onChange event in PositionComponent that will be fired when the update method of the system updates positioncom
Dec
22
asked Functional reactive programming (FRP) in games. Some doubts and thoughts
Dec
16
comment Entity manager loop opinions
Yes. Mainly the way things are splitted and execution order.
Dec
15
comment Entity manager loop opinions
Haven't think about it that way. Thanks a lot for the tip. I will take it into account.
Dec
15
awarded  Editor
Dec
15
revised Entity manager loop opinions
deleted 14 characters in body
Dec
15
comment Entity manager loop opinions
Sounds interesting. I think I first thought about something like this. Having a manager for every component in my system and later run update on managers that run update on its homogeneous components. What do you think about the method I exposed?
Dec
15
comment Entity manager loop opinions
Solved. Sorry for the inconvenience.
Dec
15
accepted Implementing my Entity System. Questions about some problems I have found
Dec
15
awarded  Scholar
Dec
15
accepted Entity system in Lua, communication with C++ and level editor. Need advice