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| visits | member for | 2 years, 2 months |
| seen | May 13 at 13:14 | |
| stats | profile views | 217 |
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Feb 13 |
revised |
Using component based entity system practically added 753 characters in body |
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Feb 13 |
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Using component based entity system practically @heishe I added a longer reply to your comment in my answer. |
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Feb 13 |
revised |
Using component based entity system practically added 2041 characters in body |
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Feb 13 |
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Using component based entity system practically @heishe It's not all that different from a regular component system, the only difference is that you now have two specialized types of components. What is the part that you don't understand? |
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Feb 13 |
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Using component based entity system practically @heishe Of the component system or of the event system? |
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Feb 13 |
awarded | Enlightened |
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Feb 13 |
awarded | Nice Answer |
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Feb 12 |
comment |
Using component based entity system practically @Michael There's nothing really new about attributes and behaviors. Behaviors are components under a different name and attributes are simplified components, suitable for sharing data between behaviors, so behaviors don't become interdependent and hard to manage. |
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Feb 12 |
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Using component based entity system practically @TomsonTom About rendering, see the answer I gave to Michael. As for collisions, I personally took a shortcut. I used a library called Box2D which is pretty easy to use and handles collisions much better than I could. But I don't use the library directly in my game logic code. Every Entity has an EntityBody, which abstracts away all the ugly bits. Behaviors can then read the position from the EntityBody, apply forces to it, use the joints and motors the body has, etc. Having such a high fidelity physics simulation like Box2D certainly brings new challenges, but they are quite fun, imo. |
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Feb 12 |
comment |
Using component based entity system practically @Michael The rendering part is still under development. I've got nothing worthwhile to say yet, unfortunately. I've learned a whole lot from the chapter on animation system from Jason Gregory's Game Engine Architecture, but there's still quite a few things that are not clear to me yet. |
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Feb 12 |
accepted | Tools for editing 2D sprite-based game levels |
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Feb 12 |
accepted | Tools for 2D skeletal animation |
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Feb 12 |
revised |
Using component based entity system practically added 1 characters in body |
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Feb 12 |
revised |
Using component based entity system practically edited body |
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Feb 12 |
revised |
Using component based entity system practically added 23 characters in body |
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Feb 12 |
comment |
Using component based entity system practically @TomsonTom Yes, that's it. Having the events hold whatever data the listeners need to know is a very good solution. |
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Feb 12 |
revised |
Using component based entity system practically added 5 characters in body |
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Feb 12 |
answered | Using component based entity system practically |
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Jan 24 |
asked | How does one do unit testing in a game engine? |
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Jan 20 |
awarded | Cleanup |