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Mar
22
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19
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Mar
13
comment Entity/Component Systems in C++, How do I discover types and construct components?
@Coyote Thanks for pointing that out. There are Boost libraries (I think Serialization) that use mechanisms similar to what I described here. The difference is that they implemented them in a way that prevents unused static variables from being removed by the compiler.
Feb
4
comment How do I detect the intersection of a curve with itself?
Tell us something about how you represent data and the algorithm you use to draw new lines. Also, please post a picture of the kind of intersection you want to detect, I'm not sure I understand you perfectly.
Jan
31
comment Why should I use separate initialization and clean up methods instead of putting logic in the constructor and destructor for engine components?
-1 From me as well, for pretty much the same reasons as Kylotan. You don't make a very compelling argument, all this could have been done with constructors.
Jan
30
comment How would the entity system handle dependent components?
Here's an answer of mine from another question, that is also relevant here: gamedev.stackexchange.com/questions/23755/…
Jan
27
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18
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Jan
9
comment Using component based entity system practically
@kitsune Isn't that a good thing? Knowing the dependencies between components and having them explicit?
Dec
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13
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27
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answered Shape Centers as Vectors: Local space or World space?
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Aug
6
revised I am looking to create realistic car movement using vectors
added 136 characters in body