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DemonRad

Member Since 31 Jan 2012
Offline Last Active Aug 28 2012 06:14 AM
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Topics I've Started

Entity VS Behaviour

20 July 2012 - 03:21 AM

I was reading about Entity systems, they look great, but I think they cannot handle all the work. The definition of entity system is

-System (logic)
-Entity (a number)
-Components (Data)

When I need complex Logic Isn't more worth using "logic bricks"? (for example I see hard implement a different AI for each component with a single system. A composite behaviour tree looks much more natural to mee with all the states implemented by separate classes).

The same applies to Animation System. Every scene node potenially animates in a different ways, and the only logical way to me to implement an animation is with a new class with a common interface.

For example If the system accepts only keyframes and bones for animation, I can't use the system for example for syncronize that particular animation with an event, doing that will require dedicated code in the AnimationSystem for what probably will be only a isolated case. Another approach so would be using a SynchroAnimationSystem only for that particular AnimatedComponent (from an entity point of view). But that will seems obese to me, since on long run there will be zillion Systems and making systems communicate within them will get harder.

So I start see limits:

Overgrowing systems (lot of code for particular cases in the same class) <---> many systems

Also certain things works better as behaviour trees (for example a Chain of Responsabilities, or State Driven logic) I see hard to make them become Entities system.

Simple game with cloudant

07 July 2012 - 02:01 AM

Hi! I wished to learn how to use cloudant for a simple game.. Is there any chance to create executables using C++ that can use Cloudant (compiler mingw), where is the API documentation? and what library to download?

Where to start learn x86 assembly

01 July 2012 - 08:04 AM

Is there any good starting guide for x86 assembly and C++?

is a x86 program still able to run on a 64 bit machine?

VBO what does GPU prefers?

27 June 2012 - 03:37 PM

GPU prefers vertex arrays contiguos by vertex or by data type?

example 1:

Vertex1 Position
Vertex1 Color
Vertex1 Normal

Vertex2 Position
Vertex2 Color
Vertex2 Normal

Vertex3 Position
Vertex3 Color
Vertex3 Normal

Vertex4 Position
Vertex4 Color
Vertex4 Normal

Vertex5 Position
Vertex5 Color
Vertex5 Normal

Example 2:

Vertex1 Position
Vertex2 Position
Vertex3 Position
Vertex4 Position
Vertex5 Position

Vertex1 Color
Vertex2 Color
Vertex3 Color
Vertex4 Color
Vertex5 Color

Vertex1 Normal
Vertex2 Normal
Vertex3 Normal
Vertex4 Normal
Vertex5 Normal

so is worth for rendering speed using arrays without stride?

Tips for PixelArt

04 May 2012 - 12:32 AM

Hi! Have anyone any suggestion about how to improve my pixel art?

Actually I did some assets for a game wich is dead so I wanted to show what I did and collect some critics from the experts of the community:


Some tilesets for walls and floors of dungeon and castles:
https://sites.google.com/site/dariooliveriportfolio/home/some-pixelart

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