| bio | website | |
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| age | ||
| visits | member for | 2 years, 2 months |
| seen | May 13 at 13:14 | |
| stats | profile views | 217 |
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Mar 6 |
comment |
How to fake flipping a skeleton in Box2D? @DevilWithin Yes, I meant flipping it from facing right to facing left. Obviously, what you described is how you would implement the algorithm for finding the flipped position, but are there any quirks related to Box2D that you need to be careful about? |
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Mar 6 |
comment |
How to fake flipping a skeleton in Box2D? That's one option. But I don't know how well it will work (how fast is it? will the system behave unexpectedly in certain situations?) so I asked here first. |
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Mar 6 |
revised |
How to fake flipping a skeleton in Box2D? added 52 characters in body |
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Mar 6 |
asked | How to fake flipping a skeleton in Box2D? |
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Mar 5 |
comment |
Why can we recognize game engines? "Very often they have big 'Unity Engine' or 'Unreal Technology' logos on startup." Thank you, Captain Obvious! :P |
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Mar 3 |
revised |
How to make leg bones children of torso bone in Blender? edited title |
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Mar 3 |
comment |
In a component/entity system, what's the correct way to implement entity-specific components? @DavidGouveia But isn't querying for the component type very time consuming? Surely in a decently sized game, this wouldn't be a good solution. And not only that, this allows components to interact in unspecified ways (dependencies are not made clear) and there's no nice way to ensure that the component it is looking for actually exists. |
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Mar 3 |
asked | How to make leg bones children of torso bone in Blender? |
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Mar 3 |
comment |
In a component/entity system, what's the correct way to implement entity-specific components? @DavidGouveia Messages aren't enough. They are good for notifying components of things that happen rarely, but components also need to access information on-demand, like the position. I've posted an answer here about how I implemented my CBS: gamedev.stackexchange.com/a/23759/6188 |
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Mar 2 |
accepted | Why would I support multiple rendering engines simultaneously? |
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Feb 15 |
comment |
What is the basic skill set that a Professional Game Programmer needs to have? @dreta I'm not that old and I don't see it as a low-level language either. Probably has to do with C++ being the first language I used. |
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Feb 15 |
accepted | How does one do unit testing in a game engine? |
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Feb 14 |
revised |
Game Components, Game Managers and Object Properties added 205 characters in body |
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Feb 14 |
comment |
Using component based entity system practically @thelinuxlich So you're the developer of Artemis! :D I've seen the Component/ System scheme referenced a few times on the boards. Our implementations indeed have quite a few similarities. |
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Feb 13 |
comment |
How to properly implement message handling in a component based entity system? There's something that ins't clear to me. Who modifies the contents of the cell while the collision system iterates over them? |
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Feb 13 |
comment |
Component-based Rendering "According to component-based architecture i should have only method OnUpdate" Who says that? |
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Feb 13 |
revised |
Using component based entity system practically deleted 17 characters in body |
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Feb 13 |
comment |
Using component based entity system practically @heishe See my answer again. The base Attribute class is empty. All specific attributes have any kind of members you decide they need, there's absolutely no restrictions. In my case, HeathAttribute would have a current value, a maximum value, and a critical-level value. |
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Feb 13 |
revised |
Using component based entity system practically added 789 characters in body |
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Feb 13 |
revised |
Using component based entity system practically added 34 characters in body |