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Messages - Grimshaw

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1
SFML projects / Re:creation - a top down action rpg about undeads
« on: September 07, 2015, 02:31:21 am »
@Grimshaw, thank you for encouraging words!
Do you store components contiguously or not?

Sometimes the time you save in development by doing something slightly less correct can pay off as well. Engineering time is a resource as much as memory or CPU, consider that :D
Yep, but it can improve the engine design a lot and save me lots of time in the future. It's hard to be sure from the beginning. :D

Yes I do, but its not a hard requirement. I basically have one pool per component type, which hands me N component instances when I ask for them.. So most of them should be contiguous, most of the time, but the world subsystem will work with even components allocated with new if I prefer it. You should totally commit to making the best library of components you can, either with behavior in component or component + system.

How you put these components together could and should be less hardcoded and allow more flexibility from game code.

2
SFML projects / Re:creation - a top down action rpg about undeads
« on: September 05, 2015, 11:54:32 pm »
Great job Elias.. very impressed with this project! It creeps me out how similar your ECS looks like to my previous approach. So much is exactly the same to what I used to have. Some parts I still have it, others not so much.

Either way, I think you are doing most things correctly, so just keep going! I don't really agree with some opinions here that oppose yours, but I'd have to support them a bit in saying that you should avoid complexity in favor of usability when the hit isn't very big.

Sometimes the time you save in development by doing something slightly less correct can pay off as well. Engineering time is a resource as much as memory or CPU, consider that :D

3
Doubt this comparison is fair.. as Nexus said, there are many variables to take into account when making a fair test of runtime speed, so I doubt this one is not distorted..

Though, I have heard really good things about luajit, so I am sure it is really fast nevertheless, given that even the lua default vm is quite efficient.

4
SFML projects / Re:creation - a top down action rpg about undeads
« on: May 14, 2015, 12:44:30 pm »
Did you really struggle to render a few sprites on the screen? This kind of game usually needs no optimization in rendering, modern cards hold a lot more draw calls than that :D

5
SFML projects / Re:creation - a top down action rpg about undeads
« on: May 09, 2015, 02:16:49 pm »
That ghost idea is really cool! Looking forward to feel how it plays :D

6
SFML projects / Re:creation - a top down action rpg about undeads
« on: May 08, 2015, 05:25:14 pm »
Call me biased but I am just more of a C style syntax man :p

7
SFML projects / Re:creation - a top down action rpg about undeads
« on: May 08, 2015, 01:58:56 pm »
simpler smaller and faster, its debatable but I can agree on, but I was asking about beautiful.. it looks like the ugliest thing ever to me, despite knowing its advantages and having used it before

8
SFML projects / Re:creation - a top down action rpg about undeads
« on: May 07, 2015, 02:32:13 pm »
Do you actually find Lua beautiful?

9
SFML projects / Re:creation - a top down action rpg about undeads
« on: May 07, 2015, 02:17:35 am »
I am dying to see how the game will play. I am so supporting this :D

btw, my first serious game also had 20k loc, but didn't get to be as clean or good as yours, unfortunately :)

10
SFML projects / Re:creation - a top down action rpg about undeads
« on: May 05, 2015, 02:38:36 pm »
Thanks for your answer. You are a very sensible engineer, you only deserve praise here :)

11
SFML projects / Re:creation - a top down action rpg about undeads
« on: May 05, 2015, 01:28:43 pm »
Pretty great project! Do you do all gameplay logic in systems? You always process your game data in a serial fashion, rather than the old inner object logic?

Also, each system gets its own storage container of components it acts on?

12
Feature requests / Re: use OpenSLES instead of OpenAL
« on: April 29, 2015, 01:18:28 am »
There's already a OpenAL backend that uses SL ES, that's how sfml audio runs on android I believe

13
General discussions / Re: idea needed
« on: April 20, 2015, 01:23:21 am »
You have your heart in the right place, but you need to understand that people here focus 99% of their efforts into answering sfml related questions well. Since your topic is more of a general programming thing, people disregard it a lot more.

Maybe if you directed topics like this into more suitable communities, you'd get more help. I am sure no one here would deny helping you with SFML specific things, but there's a line where the sfml forum stops being the best place to ask something sfml unrelated.

Don't get me wrong, it doesn't offend or bother anyone, but as you see, the answers are not what you'd expect.

14
General discussions / Re: idea needed
« on: April 19, 2015, 03:55:27 pm »
Just listen to them. This is not something to have a happy debate on. Making a robust client-server architecture for a game is a well defined practice, that you can learn from internet documentation or books in a straightforward way.

Don't cheap on learning things the right way; Go somewhere and learn how to do this, then do it. You'll notice its not subject for argumentation and there is no point in this topic other than getting people to subtly tell you how to do it. Sure, there are different programmers with different personal preferences on how they design the program, but its all around the same principles.

15
SFML projects / Re: Enter the Unknown - Devlog
« on: April 13, 2015, 12:39:09 am »
What's the difference between a GameObject and an Entity?

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