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visits member for 3 years, 8 months
seen Nov 16 '12 at 1:18

A hobby game developer currently working on a space fleet sim called Command Actual (working title). The game is being developed in Scala/Java, although I have toyed with the idea of using Clojure.


Sep
24
awarded  Autobiographer
Aug
2
awarded  Yearling
Apr
2
answered Handling commands or events that wait for an action to be completed afterwards
Feb
4
awarded  Critic
Jan
23
comment “The Game Object” - and component-based design
It does move the problem around but to a place that is more tenable. Systems have their relevant components hard wired. Systems can communicate to one another through Components (StateMachine can set a component value that Animation reads in to know what to do (or it could fire an Event). The dictionary approach sounds like the Properties Pattern which can also work. The nice thing about Components is that related properties are grouped together and they can be statically checked. No bizarre errors because you added "Dammage" in one place but tried to retrieve it using "Damage" in another.
Jan
21
awarded  Nice Answer
Jan
20
answered Need opinions: is it worth making component based entity system?
Jan
19
answered “The Game Object” - and component-based design
Jan
18
revised Is storing all game objects in a single list an acceptable design?
fixed a typo
Jan
18
awarded  Teacher
Jan
18
answered Is storing all game objects in a single list an acceptable design?
Jan
5
comment Is there an in memory data store that is feasible for real time, non-networked games?
I want to be able to do things like "Get all of the ogres in the forest without a weapon" and some place else "Get all buildings that haven't been damaged". I feel like there is a more consistent way to do this. I don't want to necessarily say a SQL interface but some more consistent means of querying game data that is at least reasonably performant.
Jan
5
awarded  Editor
Jan
5
revised Is there an in memory data store that is feasible for real time, non-networked games?
added specifics regarding type of data to be stored.
Jan
5
asked Is there an in memory data store that is feasible for real time, non-networked games?