| bio | website | |
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| visits | member for | 2 years, 1 month |
| seen | Jun 11 at 5:44 | |
| stats | profile views | 6 |
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Jun 2 |
awarded | Yearling |
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Jun 2 |
comment |
Best way to gain C++ working experience for a job in games (coming from C#) Thanks. I was looking for broader, more general advice/recommendations on what to do, rather than language specifics to study. |
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Jun 2 |
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Best way to gain C++ working experience for a job in games (coming from C#) Thanks i will check it out. Although i am not sure this is the exact same question as i am not a beginner in programming. |
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Jun 2 |
awarded | Nice Question |
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Jun 1 |
asked | Best way to gain C++ working experience for a job in games (coming from C#) |
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Nov 21 |
comment |
component Initialization in component-based game architectures Thanks, this is very close to what i was looking for. The only thing i didn't get with 2nd example is why is the need for both OnAdded and OnRegister? what's the difference between the 2... |
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Nov 20 |
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component Initialization in component-based game architectures Thanks. I was interested in how can i enforce that a given component initializes itself only after it was attached to an entity, since it needs some data from the entity (yes, in the strict approach the entity is only an id, but suppose it has a Position for the sake of the example, and my component needs to access that). According to your first example - how does the BulletComponent get that information then, if it was initialized (constructed) without respect to any entity? |
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Nov 20 |
asked | component Initialization in component-based game architectures |
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Sep 26 |
asked | Designing a “Grid” like object that contains game objects |
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Sep 17 |
awarded | Editor |
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Sep 17 |
revised |
Techniques for separating game model from presentation added 295 characters in body |
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Sep 17 |
asked | Techniques for separating game model from presentation |
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Aug 13 |
comment |
Is there any option other than Component Based for game architecture? @Kylotan nice answer. The choice i was referring to was regarding game object models, and how to represent different game objects. Static hierarchies do not allow to break down a set of properties and mix&match them to create an objects with varying kinds of properties. |
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Aug 13 |
awarded | Student |
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Aug 13 |
asked | Is there any option other than Component Based for game architecture? |
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May 19 |
awarded | Supporter |