Elysian Shadows
Posts by Falco Girgis

Dynamic Component Registration

Originally posted in our Private Development Forums on 5.10.10.

So I have found the absolute [i]best[/i] way to solve the whole "run-time Component allocation" fiasco. I'm very pleased with myself. :D

[b]Problem[/b]:

Let me give you a description of our problem. Have a look here:

The cause of frustration may not be immediately apparent. When the entity is constructing itself, it must construct each of its own components. So what's wrong with that?

The Entity has no way of knowing every component type. The solution for the time being was to hard-code cases into the ugly switch statement so that we can manually initialize individual components at load-time. 

This solution is pretty undesirable, as this means that every time we create a new component, we must also add its case to the Entity's component construction list. Fuckin' gross.

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The Fallen Angel is Born!

Originally posted by Pritam Schonberger in our Private Development forum on 5.4.10.

So I claimed the task to pixel the Fallen Angel, and here we are, remember the first concept I made of her?

Remember the mildly nude one of her? Well, I don't have a link for that picture, BUT since you were expecting some nudity here she is

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Transforms, Subsystems, and Components

Originally posted in our Private Development forums on 5.1.10.

This is going to be my final gigantic post/update until after finals. I purposely worked my ass off all during the week, so that I would be able to contribute (and have all weekend to study). I have finals next week and the Monday/Tuesday after that. I intend to study my ass off, so you might not see me around quite as much.

[b]TerrainSystem[/b]

The terrain system is pretty much done. This is the system that renders and facilitates access to the terrain (when I say terrain, I'm referring to object/tile layers 1 and 2). This system will also be responsible for animating the tiles. While the level itself contains the actual tileset and objectset, the TerrainSystem contains a "currentset" for each, which is the tile that is currently occupying the space (tile 3 might swap to 2 and back when animating. The actual map contains 3, but the current array could have 2 or 3). This also allows me to update tiles based on simply swapping indeces rather than iterating through the map (which would be completely fucktarded).

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Preliminary Engine Architecture

Originally posted in our Private Development forums on 4.26.10.

Alrighty, so I have also gotten a lot of good stuff done this weekend. I've made myself a kind of global to-do list (complete with a shorter-term to-do list) to keep my ass on track:

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The Joint AssetIO Framework is Born

Originally posted in Private Development on 4.19.10.

Alrighty, it's time to drop the fucking A bomb in here. I have gotten more done in one weekend than I have in months. As you all should know, I had to take a few steps back on the engine in order to achieve two gigantic goals: 1) our joint engine/editor framework 2) our entity/component system

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