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Timeline for Entity system and rendering types

Current License: CC BY-SA 3.0

10 events
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Oct 18, 2013 at 5:44 review Close votes
Oct 18, 2013 at 13:10
Oct 17, 2013 at 23:59 comment added Patrick Hughes Maybe an entity needs both a mesh and a sprite, why not let your designers decide what to use instead of making programmer-art decisions for them =) The component idea is one of flexibility, and that means being flexible enough to look stupid sometimes.
Oct 17, 2013 at 22:44 answer added Sean Middleditch timeline score: 2
Oct 17, 2013 at 21:45 comment added Papi75 I've write an entity system, I've edited my message to show how it work ;)
Oct 17, 2013 at 21:43 history edited Papi75 CC BY-SA 3.0
added 1182 characters in body
Oct 17, 2013 at 21:31 comment added josaphatv What have you done? It doesn't seem like you've started writing your Entity Component System and it doesn't seem like you know what it is. There's no reason for you to spend time implementing something you don't understand.
Oct 17, 2013 at 21:26 comment added Papi75 Yes, That's why I ask how I can do without inheritance with my renderer architecture :/
Oct 17, 2013 at 21:25 comment added josaphatv You're using the words "inherit" a lot when describing your entity system. Entity systems are meant to avoid inheritance. en.wikipedia.org/wiki/Entity_component_system
Oct 17, 2013 at 21:11 history tweeted twitter.com/#!/StackGameDev/status/390948157573836800
Oct 17, 2013 at 20:43 history asked Papi75 CC BY-SA 3.0