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Aug
2
comment How granular should entity states be?
@Blecki And what is the purpose of the Controller, other than storing the state?
Aug
2
comment How granular should entity states be?
@josh Currently, each state is its own component. However, the design is subject to many changes since I'm still debating it. (Entity has a pointer to an EntityState object; that pointer can point to any implementation of the base state class.)
Aug
2
asked How granular should entity states be?
Jul
3
comment Component-based entities without IDs?
I'm really curious what the down-vote was for...
Jul
3
comment Component-based entities without IDs?
@The Communist Duck: C++, but that shouldn't matter.
Jul
3
comment Component-based entities without IDs?
I'm not trying to make 'good' IDs. I'm trying to get rid of IDs.
Jul
3
comment Component-based entities without IDs?
@Tetrad: Isn't my question clear enough? No IDs.
Jul
3
asked Component-based entities without IDs?
Jun
17
accepted DirectX the same across platforms?
Jun
17
asked DirectX the same across platforms?
Jun
15
awarded  Critic
Jun
15
accepted Animation file format
Jun
15
accepted What are windows used for?
Jun
15
accepted Graphics module: Am I going the right way?
Jun
15
asked Role of an entity state in a component based system?
Jun
12
comment How to achieve programming experience with PS3 or Xbox360?
Alternatively, you could look into the homebrew communities around these consoles. I know Wii has a fairly well-developed homebrew community, I think PS3 has one as well...
Jun
5
comment What are windows used for?
The initial question was broad enough to include this.
Jun
5
comment What are windows used for?
What do you mean? It's exactly the same question. Your answer provided some details, but not enough. In your average PC game, is there a use for two or more windows?
Jun
5
comment What are windows used for?
What about normal 2D games (Super Meat Boy, BEEP, Braid, etc)? -- Do they have a use for multiple windows?
Jun
5
asked What are windows used for?