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Entity-Component System

Name: Anonymous 2013-07-14 15:04

okay /prog/. I am on the crossroads of destiny, I have only one choice for a game engine design pattern. Actually entity control pattern. Entity-Component System seems egin groski. Suggest me something /prog/, i have only chance  for a design pattern.

Name: Anonymous 2013-07-16 20:01

>>32
idea of an entity just being an ID is quite interesting.
That is still a bad design.

A good system would produce all high level structures by the sole interplay of low level forces.

You don't really need "money_owned" or "inventory" parameters for Player character; but instead a purse with gold coins should be character's pocket, like any other physical object, unaffected by any of IDs.

See for example http://www.youtube.com/watch?v=UZ_NTYCFlHk - their algorithm creates complex objects out of mere pixels.

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