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Andrew Kabakwu

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  1. You might find some ideas here -
  2. You may be interested in this
  3. Check if wglCreateContextAttribsARB is Null before using it. And   Should be an if- else block if (CompHRC && wglMakeCurrent(mhDC, CompHRC)) { mhRC = CompHRC; } else { //Make current failed, so quit }
  4. Do you have any download links to the SIGGRAPH proceedings?
  5. Andrew Kabakwu

    Modern Point and Click engines

    There is also Visionaire studio
  6. Andrew Kabakwu

    Introducing Myself

    Welcome. Do what makes you happy, Game development is a journey, enjoy it
  7. Andrew Kabakwu

    Article - Generic Game Loops (gameprogblog)

    Nice article. You have a table of content but its not reflected in the body of the article.. The sections are not there. Add the sections heading to the relevant part to the body. Will make it easier to find and know what each section covers without having to start at the top and read through.
  8. Andrew Kabakwu

    Where to go to learn 3D modeling...complete beginner

    Blender is great, I love the workflow.   If you are interested in Blender, may I suggest
  9. Andrew Kabakwu

    Game Jam List

    Hi, I want to start participating in game jams but can not find a definitive list of game jams to join. My google search just brings up a few. I thought it would be a good idea if we had a list of active game jams and when they take place. Could anyone with information about game jams post a link to them here. Thanks in advance. Ludumdare Global Game Jam Dream Build Play Nordic Game Jam Cambridge Fruendship Club 48 Hour Game Making Challenge
  10. Andrew Kabakwu

    3rd person camera collision response

    Have a look at this 3dBuzz -Unity Custom 3rd-Person Character and Camera System with C#
  11. Andrew Kabakwu

    Best programs for Trine-looking game

    Nice to hear that , I will check Unity later because I don't know much about it yet . That's right , except that Blender is not fully supported by UDK , not like 3D MAX or Maya . Well that's for 3D , Any idea about the 2D character and animating ? [/quote] Does UDK support collada/fbx files? If so, then Blender can be used to make assets.
  12. Andrew Kabakwu

    Word Games Question

    Hello, I was wondering if word games could be made without having to load a words dictionary to check created words against. Is it possible? If not, what are the options for getting a word dictionary into a loadable file? Thanks
  13. Andrew Kabakwu

    Component Initialisation question

    Am doing this to avoid issues raised in the topic linked to above. I dont have a base Component class because in general, components have little in common. There is also NO component type enum/string. Also as am not going to be using one system to process all components, there is little to be gained. Adding new component "types" is easy, as each component "type" is managed by its corresponding subsystem. I was expecting more discussion on this topic.....
  14. Andrew Kabakwu

    Component Initialisation question

    Sorry for delay in responding, been away for the weekend. Thanks for your response. I don't have a base Component class so there is not public interface. Your approach is totally different from what am planning, but can help with some ideas. Am sure other people have their own methods for initialise components by subsystems at creation time. Please share.
  15. Hi, Am working on an Entity component system similar to the outboard system described here and other places. I have subsystems like Renderer, Physisc, AI etc that hook into events that trigger in the scene. One such event is EntityAddedEvent which triggers when a new entity is created. The subsystems get this event and create their own type of component (Renderer -> RenderComponent, Physics -> PhysicsComonent) for the entity. I'd like to be able to pass initialisation data to the subsystems for use in setting up there component eg. Mesh data, initial positiion etc At the moment, I have created an EntityParameter object which gets passed to each subsystem. The EntityParameter object hold a table of values per each component type it wants created eg. table ["Renderer"] = <Mesh, "Cube.obj"> table ["Physics"] = <Scale, "1.0, 2.0, 3.0"> table ["Physics"] = <Rotation, "45.0, 0.0, 0.0"> So each subsystem can then issues commands like - EntityParameter->GetValue ("Renderer", "Mesh") and uses that data to initialise its component. Is this a good approach? How do you guys handle this issues of passing data to subsystem for use during their component creation and initialisation? Thanks.
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