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Sep
6
comment Events, Posting vs Queuing
I added some more details to my question.
Sep
6
revised Events, Posting vs Queuing
added 394 characters in body
Sep
6
asked Events, Posting vs Queuing
Sep
3
comment Handling collisions with ground
Thanks, my game is 2D, but your advice still applies.
Sep
3
comment How to start publishing Flash games
Why choose? Why not try to push it to as many websites as possible?
Sep
3
asked Handling collisions with ground
Aug
31
comment Searching a map fewer times
The distinction isn't that important now (searching the map is no longer needed, and a few extra call to update shouldn't be that big of a deal).
Aug
31
accepted Searching a map fewer times
Aug
31
comment Searching a map fewer times
Oh... I really don't know how it didn't occur to me that I could pass the necessary Attributes to the Behavior when it is created... :| Thanks.
Aug
31
comment Searching a map fewer times
[cont.] Behaviors and Attrbutes are still just components, and the only difference is that Attributes don't have an update function. Again, I made this specialization for optimization purposes, and I really don't think it's complicated to understand (at least not any more than the model suggested in that article).
Aug
31
comment Searching a map fewer times
I read that article a few times before. Even if components talk to each other, they'd still have to query the entity for the right component, wouldn't they? The reason I made the distinction between Attributes and Behaviors is to reduce the number of unnecessary calls to update() (Attrbutes don't update themselves), and to reduce the size of the map so that it only holds the components of interest (ie. Attributes). [cont'd]
Aug
31
accepted Component-based entities without IDs?
Aug
31
accepted How granular should entity states be?
Aug
31
asked Searching a map fewer times
Aug
2
comment How granular should entity states be?
Seeing as it causes so much confusion I was planning on changing its name anyway. Now it's called a 'controller'...
Aug
2
comment How granular should entity states be?
I'm not sure that we're not just debating terminology here... My state just gets sent events from the EventManager and, based on those events, it gives instructions to the Entity. Isn't that pretty much what a controller component does, except I called it a 'state' instead?
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...