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Naros
  • Member for 12 years
  • Last seen more than 1 year ago
6 votes

Many sources of movement in an entity system

5 votes
Accepted

Where to generate data in an Entity-Component System?

5 votes

Game loop, how to check for conditions once, do something, then not do it again

5 votes
Accepted

Multiple pipelined game loops

5 votes
Accepted

MMO Client / Server Architecture (NoSQL)

5 votes

Key mapping for a 2-players game

4 votes

How can I know how difficult a question is?

4 votes
Accepted

most effective storage of logged information

4 votes

How can I avoid having many singletons in my game architecture?

4 votes
Accepted

Dealing with multiple scenes /levels

4 votes

Game architecture / design question - building an efficient engine while avoiding global instances (C++ game)

4 votes

Handle Multiple Scene

4 votes
Accepted

How to resolve duplicate data in Entity Systems?

3 votes
Accepted

Abstract skill/talent system implementation

3 votes

Should each Entity have its own update and render methods?

3 votes

How should IDs be assigned in an entity component system?

3 votes

Server architecture software side

3 votes

Decoupling the entity from whatever controls it

3 votes

What exactly IS a model?

3 votes

How should entities in a game reference each other?

3 votes
Accepted

How to implement server side auto attack?

3 votes
Accepted

Event Handling in an ECS

2 votes
Accepted

Handling input with callback functions

2 votes

Communicating with Collision System in ECS

2 votes
Accepted

Entity component system design. Should ID of entities be continuous?

2 votes

How to send components in an ECS System?

2 votes

Implementig State-driven agents in an Entity-Component-System

2 votes

Save "Explored Area" to SQL Database

2 votes
Accepted

Entity Component System Coupling

2 votes

Entity Component System for HUD and GUI