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dragongame

Member Since 18 Mar 2004
Offline Last Active Dec 27 2013 04:19 AM
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Posts I've Made

In Topic: Special Rules in a Turn Based Entity Component System

16 January 2013 - 07:24 PM

Composable rule systems

 

Thank you very much!

 

I'll look into your suggestion and will report back on my progress.


In Topic: Special Rules in a Turn Based Entity Component System

16 January 2013 - 01:57 PM

Very well then.

But what would be the 'right' tool?

Which would be the 'right' method or pattern to use in the above sketched example?


In Topic: "Must-Learn" Languages

10 August 2012 - 10:38 AM

Instead of 7 specific languages, I'd give you 7 categories:

A systems language, like C, C++.
A managed language, like Java, C#.
A weakly typed language, like Python, Lua.
A web-server centric language, like PHP, Ruby.
An automation language, like Bash, Batch.
A functional language, like Erlang, Haskell.
A domain-specific language, like SQL, Mathematica.


There is a book called "Seven Languages in Seven Weeks" ...

In Topic: OpenSceneGraph

16 September 2011 - 02:14 AM

Ogre. OSG is a pain in the ass to use. Very cluttered API and almost no documentation. The vast majority of the methods isn't documented at all.


If you know OpenGL then OSG is straight forward to use and its documentation are the examples as well as the standard opengl documentation. But yes for getting a game fast up and running OGRE is the choice.

In Topic: OpenSceneGraph

15 September 2011 - 11:09 AM

That depends for what?
I would argue for OSG if you need rending across network and good support for OpenGL ES or very good support for multi threaded rendering.
But if you want more then a graphics engine, go for Ogre.

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