Timeline for Entity system and rendering types
Current License: CC BY-SA 3.0
10 events
| when toggle format | what | by | license | comment | |
|---|---|---|---|---|---|
| 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
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| 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 |