| bio | website | |
|---|---|---|
| location | France | |
| age | ||
| visits | member for | 1 year, 11 months |
| seen | May 20 at 15:58 | |
| stats | profile views | 84 |
Software Engineer, with a degree in Distributed Systems.
I went through Networking (protocols design, TCP/IP etc...), dev (ASM, C, C++), sys admin and maintenance (Solaris, Linux, Windows), web dev (PHP, JS, Macromedia stuff, AJAX), reconverted to video games dev (handheld devices) fo a AAA games company.
Now I am an independent iPhone/mobile/web dev.
|
May 14 |
comment |
Game state and input handling in component-based entity systems @pek Ok, I have no idea where you can find documentation on the subject. I will be implementing my own system soon and so maybe I'll take the time to document it then. |
|
May 13 |
revised |
Is this the right architecture for our MMORPG mobile game? edited body |
|
May 13 |
comment |
Game state and input handling in component-based entity systems @pek Hi, I can't find your question. |
|
May 10 |
comment |
Tilemap collision in component based entity system @M0rgenstern: I added more details concerning the order of the collisions and other systems. |
|
May 10 |
revised |
Tilemap collision in component based entity system added 446 characters in body |
|
May 10 |
comment |
Tilemap collision in component based entity system @M0rgenstern: If you use the sprites as geometry don't forget to not release them before you release all components that use them (display and collision). Or if you use a ref counting system retain your sprites in both and release them at the end of all involved components' life cycles. |
|
May 10 |
revised |
Game state and input handling in component-based entity systems deleted 7 characters in body |
|
May 9 |
revised |
Tilemap collision in component based entity system added 328 characters in body |
|
May 9 |
answered | Tilemap collision in component based entity system |
|
Apr 10 |
comment |
How to implement behavior in a component-based game architecture? 2 is not a viable option. |
|
Mar 13 |
comment |
Entity/Component Systems in C++, How do I discover types and construct components? @PaulManta Do you have any pointers to one of these examples? |
|
Mar 13 |
comment |
Entity/Component Systems in C++, How do I discover types and construct components? I found that this solution has a major drawback. When compiling the framework into a library the registrations are never executed. And having the registration code in the CPP makes it worse as it becomes impossible to register the classes by simply including the .H file. see gamedev.stackexchange.com/q/37813/8328 for reference. |
|
Mar 6 |
comment |
Box2D - Do these simple objects need to be in the simulation? It depends on the size of the levels, on the number of food object, on the existence of the objects when they exit the view (I have a game where certain objects stop existing when they leave the view, i.e. particles, bullet holes...). It also depends on the structure of the level. If the level is build around a tree structure you can only test each player against the food objects in their branches. In a tile based game you can test only against food object within the tiles adjacent to each player... If you already have a structure used for level partitioning you can use it efficiently. |
|
Feb 15 |
revised |
Box2D - Do these simple objects need to be in the simulation? added 347 characters in body |
|
Feb 15 |
answered | Box2D - Do these simple objects need to be in the simulation? |
|
Feb 14 |
comment |
Box2D - Do these simple objects need to be in the simulation? I think this is the right answer until too many food objects start slowing down the simulation. If there is no such issue keep the food in the box2d simulation and collide without resolving the collision. |
|
Feb 11 |
answered | Input handling in component based design |
|
Feb 6 |
comment |
Efficiently storing game states history for physics? From memory Braid uses some system based on the command pattern. I need to access immediately the state at time T-x. Do some processing and send the updates to all players. I'd like to allocate the memory once and simply run it like that. But I might be completely wrong when it comes to my approach. |
|
Feb 6 |
asked | Efficiently storing game states history for physics? |
|
Feb 3 |
comment |
Test for the presence of the ouya ODK Great that did it! |