Search found 43 matches
- Mon Jul 18, 2011 10:25 pm
- Forum: Game Development
- Topic: Wrapping My Head Around a Component-Based Architecture
- Replies: 19
- Views: 5100
Re: Wrapping My Head Around a Component-Based Architecture
@EccentricDuck - I know that... I'm talking specifically about his implementation of "components" simply being function pointers. With how dynamic his system is, it's unlikely that he'll have systems to manage different behavior types. Then when you have a collision occur, and you want to...
- Mon Jul 18, 2011 8:56 pm
- Forum: Game Development
- Topic: Wrapping My Head Around a Component-Based Architecture
- Replies: 19
- Views: 5100
Re: Wrapping My Head Around a Component-Based Architecture
The only potential issue I see with your design... What happens when you need triggers of some sort? How would you fit those in at all? What sort of triggers? When two objects collide, you obviously push one of the objects back so they aren't colliding, but for most collisions, something other than...
- Mon Jul 18, 2011 6:20 pm
- Forum: Game Development
- Topic: Wrapping My Head Around a Component-Based Architecture
- Replies: 19
- Views: 5100
Re: Wrapping My Head Around a Component-Based Architecture
What sort of triggers?XianForce wrote:The only potential issue I see with your design... What happens when you need triggers of some sort? How would you fit those in at all?
- Mon Jul 18, 2011 5:52 pm
- Forum: Game Development
- Topic: Wrapping My Head Around a Component-Based Architecture
- Replies: 19
- Views: 5100
Re: Wrapping My Head Around a Component-Based Architecture
I spent the entire day yesterday redesigning the entity system, as it was pretty inflexible in my opinion and incurred a lot of unnecessary overhead. There's no longer a base Component class to extend from, for one thing. Here's how the system is laid out now: Properties - Renamed from "Attribu...
- Sat Jul 16, 2011 11:00 am
- Forum: Game Development
- Topic: Wrapping My Head Around a Component-Based Architecture
- Replies: 19
- Views: 5100
Re: Wrapping My Head Around a Component-Based Architecture
Yeah, I wasn't trying to be rude either. Just saying more than a few lines of code is pretty hard to look at when it's all green and you can only see a small portion at a time. It's a very open-ended question, which is great to start a discussion but requires anyone replying to look at all the code...
- Sat Jul 16, 2011 10:48 am
- Forum: Game Development
- Topic: Prospectus Alpha 1.0 [wip]
- Replies: 13
- Views: 3174
Re: Prospectus Alpha 1.0 [wip]
Amazing, I came across your blog awhile ago while reading up on terrain generation, never knew you were a part of this forum. And yeah, epic game you have going. I would have liked for it to be a bit more cross-platform (it's not so much XNA, but .NET can be a pain to install under Wine), but seriou...
- Sat Jul 16, 2011 10:18 am
- Forum: Game Development
- Topic: Wrapping My Head Around a Component-Based Architecture
- Replies: 19
- Views: 5100
Re: Wrapping My Head Around a Component-Based Architecture
Some you new guys need to understand something. Looking at that much code in scrolling text boxes with no syntax highlighting isn't comfortable. If you want someone to review an entire project's worth of code, then just post the whole project as an attachment. Make a simple, but interesting little ...
- Sat Jul 16, 2011 1:39 am
- Forum: Game Development
- Topic: Wrapping My Head Around a Component-Based Architecture
- Replies: 19
- Views: 5100
Wrapping My Head Around a Component-Based Architecture
UPDATE: The system I describe in this post is outdated, see this post for my current system. So I'm back to work on my game engine. One of the first things I wanted to do was to revamp the way entities are handled. For awhile now I _thought_ I had the component ideology down, but it turns out I was ...
- Mon Jun 20, 2011 3:33 pm
- Forum: General/Off-Topic
- Topic: I think Falco was wrong... grievously wrong...
- Replies: 21
- Views: 6068
Re: I think Falco was wrong... grievously wrong...
Exactly. It's results that matter. The thing that concerns me is that the callers kid is 17... that seems like a weird age. At that age, other things should really be keeping your attention, it's a little old for learning to program, and a little young for properly learning to program... at 17 I ha...
- Sat Jun 18, 2011 12:56 pm
- Forum: Game Development
- Topic: [RELEASED 8/22] Gerk the Gherkin
- Replies: 14
- Views: 4317
Re: Gerk the Gherkin
Thanks for the comments! I think I saw this on moddb/indiedb some time ago, right? That was probably put up there before I joined as the developer, but yes, that's the game. :) btw. what framework are you using? or did you code it all by yourself? can you tell us how you made this, and yeah like oth...
- Fri Jun 17, 2011 4:03 pm
- Forum: Game Development
- Topic: [RELEASED 8/22] Gerk the Gherkin
- Replies: 14
- Views: 4317
[RELEASED 8/22] Gerk the Gherkin
UPDATE: Gerk the Gherkin is now available in the Android Market ! Please take some time to check it out! :D My first (real) game is getting pretty close to completion. I was approached a few months back with a graphics artist who needed a programmer for an Android game concept he was working on. I a...
- Mon May 23, 2011 8:15 pm
- Forum: Game Development
- Topic: Minecraft remake- Crafter
- Replies: 129
- Views: 36892
Re: Minecraft remake- Crafter
That aerial shot at the end looks amazing, just sayin'.
- Sun Apr 10, 2011 7:22 pm
- Forum: Programming Discussion
- Topic: Sharing Lua States
- Replies: 2
- Views: 509
Sharing Lua States
Hey all. This is my first post here, but I've been following the AiGD series for quite some time. A guy I know from another forum (if any of you have ever heard of a game called Uplink by Introversion, then this guy worked on probably the biggest mod of the game, called Onlink; he also recently boug...