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Tristan Richter

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Everything posted by Tristan Richter

  1. I'd like to implement status effects in an ECS architecture but I'm unsure of exactly how to do that. I seem to recall seeing an example where each status effect had an enum representing its effect, and an update function where the enum was switched and the effect was applied.
  2. Tristan Richter

    Status Effects (Buffs Debuffs) in an ECS Architecture

    Can someone please explain to me what the problem is with having a multidictionary that maps things to indexes of components in an array, instead of having a normal dictionary which maps each thing to an index of a component in an array?
  3. Tristan Richter

    Status Effects (Buffs Debuffs) in an ECS Architecture

    Wasn't there some guy here whose posts were removed?
  4. Tristan Richter

    Status Effects (Buffs Debuffs) in an ECS Architecture

    So then you map each entity (an integer) to a set of integers (indices in an array of components)?
  5. Tristan Richter

    Status Effects (Buffs Debuffs) in an ECS Architecture

    Oberon, what do you do, then, for stacking multiple component status effects of the same type?
  6. I am trying to implement status effects in my game but I have not quite been able to get the hang of it. Do you have to make a large number of classes for different kinds of status effects? Or is it possible to do it with just 1, or a small number of classes?
  7. Tristan Richter

    Writing an ECS Game Engine, Difficulty with Effects

    Oberon, that sounds really neat, are you for showing your source code to the outside world?
  8. Tristan Richter

    Writing an ECS Game Engine, Difficulty with Effects

    Why use a StatEffect? Why not use a bunch of different classes, each independent of one another?
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