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What's on your mind?; Your daily crap.
Topic Started: Jul 29 2010, 05:18 AM (63,986 Views)
skarik
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Post whatever is on your mind at the moment. It doesn't matter what, just post it!
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zelda4evr
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from experience, if you aren't already married...Don't get married.

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luenardi
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zelda4evr
Aug 30 2014, 05:22 AM
from experience, if you aren't already married...Don't get married.
noted..
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Reikyrr
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zelda4evr
Aug 30 2014, 05:22 AM
from experience, if you aren't already married...Don't get married.
I sure hope that is not recent experience. :o
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Ben
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I'm quite shocked I remembered my username and password all this time. Fell off the face of the internet after high school and all that. "Exciting" times in our world at the moment, hopefully things will cool down in the long run.
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Despellanion
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Ben
Sep 5 2014, 10:20 PM
I'm quite shocked I remembered my username and password all this time. Fell off the face of the internet after high school and all that. "Exciting" times in our world at the moment, hopefully things will cool down in the long run.
Welcome back!
I think I've seen you around here a long time ago, or at least I've seen some of your very old posts.
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Ben
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Yeah I had posted here for a little bit if I recall. Not exactly sure why I stopped, but I feel like it was likely so I could just learn to program better and brush up on my programming. I've been working on a pretty simple game. It was originally in java for whatever reason, but now I'm using c++ with opengl.

I'm actually pretty excited over the switch from java to c++, as I changed a great deal of the actual framework during the switch. In Java I was utilizing a hierarchy of entities to make my game objects, now I'm using an entity component system design. For a while I ignored them, but figured I'd give it a try since I was switching to another language anyways. Really happy I did, as its incredibly easy to extend functionality through it since the systems (rendering, physics, weapons etc) are decoupled from each other. I also ended up making a simple script system which lets you define objects and their components (which looks something like this). Haven't bothered using any larger scripting engine since I don't need that much functionality, at least not at this point in time.

The idea for the game is going to be based on varying factions vying for control of geographical plots of land (basically a map that is divided using a voronoi diagram). Still haven't really gotten combat into my c++ framework just yet, but heres a couple videos from the java framework when I was using it; combat, gravity regions.

In my c++ framework, I also have another type of terrain to go along with the more simple terrain in those two videos, which uses marching squares. Still not sure how I feel about the marching squares terrain (and obviously it will eventually be textured instead of some weird trippy multi-colored terrain...).

This project is mainly a learning experience for me I guess though, since my main focus is graduating from college and finding a real job soon haha.
Edited by Ben, Sep 6 2014, 10:08 PM.
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Reikyrr
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Really cool Ben, it reminds me a bit of Madness Interactive combined perhaps with castle defense.

I was a bit bothered a bit by the lack of white spaces (specifically new lines) in your text (or perhaps I am used to too many white spaces). It makes it a bit hard to read for me, though I persevered.

I have also been looking into making a game engine/framework in C++/C#, for me the biggest problem has been in object structure and useful inheritance, I noticed that I am reinventing the wheel too much when I use a graphics engine like Irrlicht which has a node based system. Even though I really like the engine.

Meanwhile I will look up this so called entity component system design you where talking about. This year I'm getting taught Design Patterns in school, I hope I will be able to put together a proper strategy for the creation of a game engine by the end of the year since I have been wanting to make this game since half way trough high school. Though next semester I am taking a Game Programming minor, so I'm pretty stoked.
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Ben
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Reikyrr
Sep 6 2014, 09:52 PM
Really cool Ben, it reminds me a bit of Madness Interactive combined perhaps with castle defense.

I was a bit bothered a bit by the lack of white spaces (specifically new lines) in your text (or perhaps I am used to too many white spaces). It makes it a bit hard to read for me, though I persevered.

I have also been looking into making a game engine/framework in C++/C#, for me the biggest problem has been in object structure and useful inheritance, I noticed that I am reinventing the wheel too much when I use a graphics engine like Irrlicht which has a node based system. Even though I really like the engine.

Meanwhile I will look up this so called entity component system design you where talking about. This year I'm getting taught Design Patterns in school, I hope I will be able to put together a proper strategy for the creation of a game engine by the end of the year since I have been wanting to make this game since half way trough high school. Though next semester I am taking a Game Programming minor, so I'm pretty stoked.
Hah, you could attribute that to laziness I suppose, that and just not really using forums much anymore. I'll keep that in mind in the future / update my post. Also I have gotten the comparison to Madness Interactive before, specifically from people that go to my university (haven't showed too many people online atm).

Yeah, inheritance trees can get pretty messy in the context of a game, at least in my experience. You do exactly that, reinvent the wheel in certain cases. It just ends up looking ugly the more it branches out (in my opinion), whereas the entity component system is nice in the sense that if you want an enemy with a different behavior, just create a different component for it instead of extending from a base entity class for enemies. It has its caveats of course, but I find it useful for game design.

If you're interested in reading further about this design pattern, here are some links that could be useful: Wikipedia
Smaller wiki dedicated to the concept
A pretty nice article on the design pattern
Edited by Ben, Sep 6 2014, 10:10 PM.
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Reikyrr
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Ben
Sep 6 2014, 10:07 PM
If you're interested in reading further about this design pattern, here are some links that could be useful: Wikipedia
Smaller wiki dedicated to the concept
A pretty nice article on the design pattern
Thanks this is very cool, will read!
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Reikyrr
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Reikyrr
Sep 6 2014, 10:13 PM
Ben
Sep 6 2014, 10:07 PM
If you're interested in reading further about this design pattern, here are some links that could be useful: Wikipedia
Smaller wiki dedicated to the concept
A pretty nice article on the design pattern
Thanks this is very cool, will read!
Very cool, I took the time to write this stuff down in my school notebook. Though I noticed it had some flaws which I also headbutted against when using an inheritance mess. http://en.wikipedia.org/wiki/Entity_component_system#Drawbacks Oh well, now it is late. I will tinker with this tomorrow ^_^
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Ben
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Reikyrr
Sep 7 2014, 01:20 AM
Reikyrr
Sep 6 2014, 10:13 PM
Ben
Sep 6 2014, 10:07 PM
If you're interested in reading further about this design pattern, here are some links that could be useful: Wikipedia
Smaller wiki dedicated to the concept
A pretty nice article on the design pattern
Thanks this is very cool, will read!
Very cool, I took the time to write this stuff down in my school notebook. Though I noticed it had some flaws which I also headbutted against when using an inheritance mess. http://en.wikipedia.org/wiki/Entity_component_system#Drawbacks Oh well, now it is late. I will tinker with this tomorrow ^_^
So my implementation differs a little from the usual one. Instead of iterating through an entire list of objects I simply register objects with their respective systems. As for inter system communication, I so far haven't really required that, but that may just be due to my implementation being a bit basic thus far. I use the singleton design pattern for my systems, but I'm starting to dislike that so it may change soon.
Edited by Ben, Sep 7 2014, 02:05 AM.
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Reikyrr
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Ben
Sep 7 2014, 02:04 AM
So my implementation differs a little from the usual one. Instead of iterating through an entire list of objects I simply register objects with their respective systems. As for inter system communication, I so far haven't really required that, but that may just be due to my implementation being a bit basic thus far. I use the singleton design pattern for my systems, but I'm starting to dislike that so it may change soon.
I don't think that approach differs too much from how it is described on the Wikipedia page, however you just do it the other way around.

I don't like to have too many singletons in my program, I usually have no more than one singleton class which keeps track of the program state, I am not really sure if that is bad practise but I like it. It allows me to call Game.Instance.Stop(); at any place to close my game, further more I have methods and data in there to manage assets and the different Systems. However I often doubt if I don't have too much stuffed into my Singleton. However I really like that I can swap scenes and Stop/Start the game from everywhere.

(Off course that does not mean you should just close the game from everywhere, only where it makes sense).

I wasn't using the Entity-component-system pattern before, but I was using something similar to Systems. I would iterate trough them in the Game.Instance.Update() loop and keep them in a list in my Game instance.
Edited by Reikyrr, Sep 7 2014, 10:15 AM.
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Reikyrr
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Edited by Reikyrr, Sep 13 2014, 10:07 PM.
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luenardi
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The other day I found a disk.. a really old one from 2009.
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luenardi
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ha
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