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visits member for 1 year, 11 months
seen May 20 at 15:58
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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!