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phil_t

Member Since 06 Oct 2006
Online Last Active Today, 05:41 PM

Posts I've Made

In Topic: Entity/Component System - Understanding Event Priority

Yesterday, 05:33 PM

If you need to control the order things are processed in, you could (instead of firing an event and having the receiver process it immediately) set information in the CollisionComponent describing the collision. Then you would have a system (which by nature are updated in a specific order) that processes the result of the collision.


In Topic: Effects (Object vs Particle vs Shader)

Yesterday, 01:41 PM

Yeah, they're still broken.


In Topic: Effects (Object vs Particle vs Shader)

Yesterday, 11:14 AM

Your image links don't work.


In Topic: Communication between objects and systems in Game engines.

21 May 2015 - 01:08 AM

If you only ever have one physics system implementation, I don't really see a much of a benefit of having the game object access it through an interface. It could be useful for unit testing though (e.g. provide a mock physics system to test your game object).

 

If you want to remove the dependency, have higher level code that knows about both the game objects and the physics system, and let it be the intermediary (something like L. Spiro suggested).


In Topic: Circle embedded in line-- fastest vector to unembed

20 May 2015 - 02:01 PM

You said require a unit vector. Intuitively, I don't see how you'd get one without normalization.

 

Now, if you wanted to push out your circle with a strength that depended on how "embedded" it was in the line, then you might be able to figure out some trick that avoided normalization.


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