Advertisement

Latest Entity Activity

robvleugel
January 12, 2021 09:43 AM

Ofcourse, all systems have their pros and cons. ECS is something I really enjoy using, but it takes quite some time to set up. Its especially useful if you plan on reusing the code for multiple other (larger) projects.

A bit more about how to do the scripting part. I use XML to define my entities, b…

6,038 views
Advertisement

@all8up That is right! How did I not think of that. I can just delegate this to the Physics system. That's how UE4 must be doing it! I have recently integrated Bullet Physics into my engine so yeah I think this will work fairly easily now.

9,519 views

Same, no experience with GoLang but C# a lot and here you have to differentiate between two kinds of allocations, byRef and byValue allocation. Classes are always stored as byRef types while structs may differe how they are used. If you declare a struct as a class member or even an array of structs…

6,824 views

@LorenzoGatti Wow, well actually I haven't thought of that, but I think that I could easily extend the Renderer system with flag that indicates if it's needed multiple times, and then creating multiple lists in the RenderingEngine, but maybe I'll have to do a little bit of redesigning. I'm just abo…

11,003 views

Kylotan and Juliean have already given great advise.  They also have helped me several times when I have questions here.

I still want to add some more …

To handle child-parent transform, I use the similar approach as Ogre3D.  My gameplay has to be split into 3 phases :-

  • set all relative tra…
  • 11,440 views
    Advertisement
    Advertisement