Timeline for Game state and input handling in component-based entity systems
Current License: CC BY-SA 3.0
15 events
| when toggle format | what | by | license | comment | |
|---|---|---|---|---|---|
| May 29, 2019 at 7:15 | comment | added | Coyote | I don't work in video games anymore... | |
| Jun 7, 2013 at 1:04 | comment | added | pek | @Coyote I hate to bother you about this (and really wish SO had private messages), but do you, by any chance, have written any documentation on your implementation? Even a rough diagram would be helpful. Thanks! | |
| May 14, 2013 at 17:15 | comment | added | Coyote | @pek Ok, I have no idea where you can find documentation on the subject. I will be implementing my own system soon and so maybe I'll take the time to document it then. | |
| May 14, 2013 at 13:06 | comment | added | pek | Oh, sorry, I deleted it because I didn't articulated my question good enough. Anyway, I was basically looking for more information about the system you are describing here. Do you have any articles/books/blog posts that might contain a more detailed description of this system? The closest thing I could find was this: gamedev.net/blog/355/… | |
| May 13, 2013 at 11:27 | comment | added | Coyote | @pek Hi, I can't find your question. | |
| May 10, 2013 at 8:05 | history | edited | Coyote | CC BY-SA 3.0 | deleted 7 characters in body |
| May 10, 2013 at 2:53 | comment | added | pek | Hey @Coyote, this system sounds very interesting. Could you maybe provide some more information by answering this question? Thanks! | |
| Feb 1, 2013 at 10:18 | vote | accept | elFarto | ||
| Jan 31, 2013 at 12:40 | comment | added | Coyote | You should avoid bloating your simulation related state with non simulation related things. Move all UI, and player related code as far as possible from the simulation itself and in the simulation concentrate only on the intents. | |
| Jan 31, 2013 at 7:54 | comment | added | elFarto | I had already thought of letting the entity tell the input system what states to deliver messages in, but I hadn't thought of putting the states on the input itself, which is a good idea. Also splitting the time and simTime apart is nice too. | |
| Jan 31, 2013 at 7:36 | history | edited | Coyote | CC BY-SA 3.0 | added 725 characters in body |
| Jan 31, 2013 at 7:18 | comment | added | Coyote | your entities can ignore intents like Jump while their state doesn't allow them to jump (i.e. not touching the ground). but they don't have to worry about receiving such intents while the game is paused. | |
| Jan 30, 2013 at 22:20 | comment | added | Thomas Marnell | I like the fact that this doesn't have to call a bunch of "State Changed" functions on all the entities. You have to worry about the wrong intents being sent at the wrong time, but I think that is better than the alternative. | |
| Jan 30, 2013 at 17:07 | history | edited | Coyote | CC BY-SA 3.0 | added 549 characters in body |
| Jan 30, 2013 at 15:02 | history | answered | Coyote | CC BY-SA 3.0 |