Adam Omega

I am the beginning, my code is the end.
1 comments
1 followers
5 entries
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adam4813
January 04, 2012
Message Routing
To continue in the series of our multi-threaded game engine, I feel the next topic of discussion should be messaging. To facilatate communication between modules we have devised a messaging system that runs in its own thread. This system routes packets of data or as we call them Envelopes between d…
1,952 views
adam4813
December 12, 2011
NLS Engine Module Management
Last entry was about the basics, and the generic module interface. This time I think we need to discuss how the modules are loaded and managed.

Introducing the ModuleManager


#pragma once

/**
* \file file base name
* \author Adam Martin
* \date 2011-10-23
* \brief A manager class to load and start modules.…
1,581 views
adam4813
December 12, 2011
Well...I have learned a lot
Some time about I posted about systems, and their respective managers. I still have used parts of that system, but at the same time I have evolved beyond the system approach and moved into using distinct and operate modules.

Let's define a few things first:
  • Module: any system or system-like represent…
1,480 views
adam4813
January 23, 2011
Subsystems and their management.
I am developing a component based system using the concept of subsystems for my current game. The system is the game (which controls level loading, timiing, etc) and the subsystems as things such as physics, audio, scripting, rendering, etc. Now each subsystem has its own data that it uses to perfo…
1,663 views
adam4813
January 19, 2011
A*, a first attempt, and learned tips.
So I am creating a simple puzzle game with basic path-finding in a 2d environment, and I figured the simplest place to start would be an A* algorithm. After finding a few web sources I sat down and just started programming. After 15 minutes or so I managed to craft a basic heuristic A* algorithm.

He…
1,306 views
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