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Sunny Kumar

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  1. Looks like I missed the OP! Hey Robert! Didn't see the complete post earlier. I thought Steve had started this thread As I mentioned above, my friend and I are working on a game on the native Android canvas, using Android Studio of course. You can download and run the project here: https://github.com/stunpayne/fearless-jumper Let me know your thoughts about the game! PM me and we can discuss potential collaboration.
  2. Hi Steve, Glad to see a game designer is looking for a team. I am a programmer. I am working with another programmer, a friend of mine, on an Android game with the working title "Fearless Jumper". Its a 2D high-scorer/platformer that we've built entirely from scratch on our own. It runs on the native Android canvas and we plan to launch it within the next 2 months. If you're interested, we could work on this game together. If you have ideas for other games, let me know about them as well. We will be glad to contribute as a team. Looking forward to hearing from you.
  3. Sunny Kumar

    Algorithm Logic in ECS?

    Sure, but I'd like the newly created platform to take part in the collision too. (albeit it won't :D) The velocities, in my design, do not change in between physics and collision, so that seems like a safe place to insert this code into.
  4. Sunny Kumar

    Algorithm Logic in ECS?

    Thanks a lot for this detailed explanation! I take from this that the logic I mentioned can be part of a system that could be placed between Physics and Collision. Yes, I agree that the term "manager" doesn't explain anything. In my code, I've used the term "ObstacleGenerationManager". The tentative logic within this class is as follows: 1) Get the player entity. 2) Check if the player has reached the middle of the screen. 3) If the condition in (2) is satisfied, then translate all game world objects down by the player's velocity. 4) Get the topmost obstacle. 5) Check if this obstacle has reached a threshold distance from the top of the screen. 6) If the condition in (5) is satisfied, then spawn a new obstacle at some random X at the top of the screen.
  5. This is my first time building a game engine, albeit a 2D one for Android. I've decided to build a simple ECS engine. The game I'm trying to *almost* duplicate at the moment is Doodle Jump. I currently have the following systems running in my update loop, in the given order: 1) Physics (applies gravity) 2) Collision (works by predicting next position based on current position and velocity, and updates the current position on collision) 3) Transform Update (updates all entities based on their current velocities) 4) Render System (Draws to canvas) I have the following questions: I want to write a manager that generates obstacles at, say, fixed gaps and when the player reaches the middle of the screen. This manager will need the current position and velocity of the player. (It finds the player by quering the ComponentManager for all entities having a PlayerComponent) 1) Where should this manager be placed in the game loop? 2) Should it even be a manager? Can such logic lie in systems? 3) Extending upon 2, what really are Systems supposed to handle? Any help is appreciated!
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