Thread Killer Mk VI

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So last night I hit a pretty hard wall with my gamedev.

My engine outlived in flexibility while i was trying to lay the foundation for scriptable skills across all player controlled entities.
Having never taken on a game of this scale I never had to deal with this problem.
After some research I cam across the Entity/Component model for game design.

While this is a more common concept for C developers it goes against most of what is bred into OO devs.
I thought it would be interesting to share : Nice succinct blog post on component based architecture.

as only have ever done OO coding i must admit i refuse to believe there isnt a way to do this with OO methodology
 
as only have ever done OO coding i must admit i refuse to believe there isnt a way to do this with OO methodology

For sure, your right; it's not a case of not being able to.
It's a case of effort vs value vs flexibility vs scaling.

With OO diverging behavioral changes in entities that share a common base will require refactors unless your entire model architecture is flawlessly designed before code start.

When your dealing with entities jacked into networking, rendering, sound and input those refactors become a time sink that can cost weeks instead of hours using the component model.
 
Well then i'm some weird dude with long hair and boobs and painted toenails???

Whatever floats your boat :p

This week should just end:cry:... Wyv & Malice, we need to hook up a Mass Effect 3 session soon :)


... And no, don't mention Warframe :p
 
Well then i'm some weird dude with long hair and boobs and painted toenails???
glorious-boobs-gifs-jenn.gif
 
Wyv & Malice, I'll tell you when my net's back up (cap is finito:cry:)

/puts on denial voice

Cara, we are not as loony as we seem:o
 
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