| bio | website | |
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| location | ||
| age | ||
| visits | member for | 1 year, 9 months |
| seen | Apr 1 at 15:06 | |
| stats | profile views | 17 |
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Mar 30 |
revised |
Replacement memory allocators - pros and cons added 1 characters in body |
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Mar 30 |
asked | Replacement memory allocators - pros and cons |
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Mar 25 |
comment |
Component entity system - Updates and call orders Edited to make the answer more specific to the question. |
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Mar 25 |
revised |
Component entity system - Updates and call orders added 848 characters in body |
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Mar 24 |
answered | Actually utilizing relational databases for entity systems |
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Mar 24 |
comment |
How wise is this multithreading architecture? I guess, one parallel_for (I'm using Microsoft implementation) on the same kind of data structure is a better idea than trying to manually "parallelize" operations on multitude of different data structures. |
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Aug 5 |
comment |
Library like ENet, but for TCP? TCP doesn't support encryption either. UDP and TCP are low level (transport layer) protocols, encryption is on a higher level (application level). You could just encrypt packets with any available encryption library, and it doesn't matter if packets are UDP or TCP. |
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Aug 4 |
comment |
Virtual World Plaforms and Unity3d OGRE 3D is just a graphics rendering engine. But really powerful one. |
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Aug 4 |
answered | Entity communication: Message queue vs Publish/Subscribe vs Signal/Slots |
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Jul 29 |
revised |
Resource and game state management for multiplayer game server added 16 characters in body |
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Jul 29 |
comment |
Resource and game state management for multiplayer game server Thanks, now I see that the server should not worry about graphic/audio resources and animations, so there is no need for any "resource manager". About C++11: I'm thinking which option would be a better deal - some 3rd party cross-platform threading library, or C++11 std::thread (and other new std:: things which might be not fully stabilized yet). Just trying to minimize dependencies on other libs. |
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Jul 29 |
revised |
Resource and game state management for multiplayer game server added 93 characters in body |
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Jul 29 |
asked | Resource and game state management for multiplayer game server |
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Jan 14 |
awarded | Student |
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Aug 21 |
awarded | Scholar |
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Aug 21 |
accepted | Some practical issues with component-based game object systems |
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Aug 21 |
comment |
Some practical issues with component-based game object systems Thanks, now it is more clear to me that my questions are related to any game engine architecture, not just component-based, so I should study those issues separately, and if I get network/scripting implemented correctly, then component-based system will not introduce any new problems with network/scripting. |
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Aug 21 |
awarded | Supporter |
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Aug 21 |
awarded | Teacher |
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Aug 20 |
comment |
Some practical issues with component-based game object systems Ok, I agree, I got carried away. Although I put bold style on 3 certain points which interest me, how other people have implemented those features in their systems. |