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Member Since 23 Jan 2009
Offline Last Active Today, 03:35 PM

Posts I've Made

In Topic: Serializing individual entities

Yesterday, 08:13 AM

Okay. So basically just creating component templates using structures and allocating them individually. For the amount of things I'll actually be spawning that way that actually sounds pretty good. I think the only real big loading costs are going to be the things that are placed on levels at the start anyways. I'll be having probably 9v9 player counts at most, so spawning 18 prefabs like that, plus whenever I have to spawn some sort of rocket or other slow moving projectile wouldn't be too bad.

In Topic: Serializing individual entities

15 December 2014 - 03:46 PM

What do you mean by regen them from scratch? Like have some sort of descriptive format for saving them and build them from that?

In Topic: Serializing individual entities

15 December 2014 - 09:29 AM

In gameplay terms I want to be able to place an object with a spawn point that will have a reference to a player prefab. Any special properties... I allocate all entities in one contiguous array, and they're just an index and a generation value like in the BitSquid article. Component data is usually allocated as a structure of arrays, although it's kind of dependent on the system whether it is or not, it's pretty common to have some of the data that doesn't get iterated a lot (GUIDs, tags, etc.) in a hash map instead.

In Topic: Building bgfx in Visual Studio

12 December 2014 - 07:21 PM

Nevermind. I figured it out. You can just run make from the bgfx directory on the Visual Studio command prompt without specifying any arguments and it will generate everything...

In Topic: Improving component system

01 December 2014 - 08:31 AM

That sounds like a pretty convenient way to do it... And it frees me from the transform hierarchy when I'm doing the 2D rendering for interface and HUD. I'll try a quick prototype and see what kind of results I get. Attaching weapons and hitboxes is the main concern I had, but using transform components to build the hierarchy should fix that.