thread smell new
I made the highlights? That's a first for me
I've made plenty of progress on iris (the Source hack), I'll post an update later when I'm not lazy.
remove me from the highlights
"nullsquared's getrich quick app hurr durr" way to remove the entire point of that post i made regarding water pressure and phun's implementation
Well that isn't a nice way to start the thread![]()
why would you even edit the highlights to your own liking, destroying some posts and keeping other posts intact
me and @@ used teamwork to compile the highlights, so uh
Edited:
mine are the good ones
Yay, made the highlights! :D
Motivation *= 50;
What's your address?, I'm going to send you a sense of humor.
-snip- we don't need this drama.
It was a joke. How about calming the fuck down?
We all think it's impressive without needing you to rub it in our faces.
null is literally the only person on the planet who could be upset at being highlighted.
I shall make the March 2012 highlights.
You will see.
Not many people like being drawn on though.
You guys making an issue of it isn't exactly helping either though. Lets talk about something else like...
Have any of you attempted a component based design for entities/items/etc in your games/projects? If so, how'd you like it?
I ask because I'm going to try and implement component based design for my stuff for the first time, and haven't read a lot about it.
Removed, you're welcome. We appreciated your work, but you know.. Whatever.
i love working with component based entities ... far cleaner and more intuitive than using inheritance
for example, i have a couple of components called GameRenderable, GamePhysical, and GameTransformable ... you could easily guess their functionality
now, a regular prop (like a box) uses the same components as a constraint (like a spring) - even though they have completely different functionality, they both render a sprite, they both allow the user to click on them, and they both have a concept of position/rotation, etc.
this leads to very strong separation of responsibilities and very clean code - when i write code for a spring, i'm writing code for a spring, not a completely new entity derived from a long chain
Agop Shirinian speaks.
my only suggestion is, don't get too caught up in complicated "messaging systems"
make strong use of PIMPL, keep your header files clean, and just include whatever component you need to interact with:
#include "GameTransformable.h" // a minimal header file with no private variables or anything GameTransformable* trans = Parent()->Get<GameTransformable>(); trans->Position.x += 5; // etc.
I have an entity/component based design in my framework, and I have to say, I quite like it. It took some time to get used to it, but now I don't want to go back.
You can take a look at my code at http://code.google.com/p/protozed/, although I wouldn't brag about my implementation.
Have you used your clean code writing skills to fix all the bugs in Tear'n'Burn yet?
Thanks! This is what I was hoping it was going to be like. Finally I can make clean reusable code, as well as adhere to my love for minimalism! Hopefully the lack of having to rewrite the same thing will increase productivity as well.
no, too busy working on the new app. Tear N Burn might get some updates due to new discoveries in the new app
Thanks! Having as much example code as I can will be really useful, I'm also taking a look at this: http://gameprogrammingpatterns.com/component.html
Andrew is working on giving me sentience by using that API him and the other smelly humans wrote for this silly site.
I hear my job will be to post images from imgur's new section of their gallery as they come in.
Audio Portal didn't make the highlights :(
FP for iOS will. Oh it will...
That's the article that got me into this path.
I recommend this series of articles: http://t-machine.org/index.php/2007/...opment-part-1/. I think they thought me the most out of any articles I've found about the subject.
This site has some more examples also: http://entity-systems.wikidot.com/
Wheee, made the highlights :D
Been away from the project for a few days because of coursework and whatnot, but I'm taking the night off to work on this again. Procedures are truly first-class now (albeit always passed by reference) - fiddled with the parser a bit too, you can call them from arrays now too:
![]()
I haven't been in the highlights for months :(
I've done worse things than my lighting simulator or Mars Miner that made the highlights
You should remove mine from highlights, that has nothing to do with programming at all..![]()
Just about to start on my component implementation, but I needed to touch up my quad tree so I wouldn't have to go back to it later on (hopefully).
Was very annoyed that XNA didn't have a float Rectangle which made the quad tree display a little weird due to rounding issues with normal rectangles, so I made my own and It's looking a lot better IMHO. All entities aside from the face aren't being drawn (that's why the quad tree has other nodes, but nothing there)
Man I've been so lazy.
First time since like 5 versions that I'm not in OP.
Cross-posting from the Game Programming Competition, because it might be useful to some of you guys.
It's not always as simple.
Have you tried implementing parenting in a component based system?
For example, one shape might have the MouseInteraction component but it's parent doesn't, yet when the mouse goes over the shape, it's parent also intersects with the mouse because the shape is it's child. Unfortunately, the parent doesn't need the MouseInteraction component to do what it does but you have to add it anyway so it can tell you if child intersected.
It all turns into a giant clusterfuck very fast when you have to include a ton of components just because they must support everything their children support.
It's either that or having to deal with unintuitive functionality.
What exactly are quad trees used for?
Efficient collision checking.
They partition space very efficiently enabling you to remove a huge amount of objects from the list of candidates that might intersect.
Instead of checking every one with every one, you only need to check each one and it's neighbors.
uh what? no i have not run into that
what do you mean by parenting? and why are you doing it at the entity level? that defeats the purpose of using a component based design to begin with!
Brilliant. I'm probably going to go home and make one of the-WAIT.
Time to make one in Love on my Mac.