Timeline for Designing a component based game
Current License: CC BY-SA 3.0
6 events
| when toggle format | what | by | license | comment | |
|---|---|---|---|---|---|
| May 18, 2011 at 6:34 | vote | accept | Emiliano | ||
| May 18, 2011 at 6:34 | comment | added | Emiliano | This doesn't answer my question directly but it's very informative. I remembered something about Dataflows back in my University days. It's the best answer so far, and it "wins". | |
| May 14, 2011 at 4:23 | comment | added | Ali1S232 | i can't agree with all the thing sied about DOD, since i think it can't be complete itself, i mean only DOD can suggest a very good aprroch for storing data but for calling functions and procedures you need to use either procedural or OOP approch, I mean the problem is how to combine these two method to take the most benefit both for performance and coding easiness, eg. in the structure i suggest there will be performance problem when all the entities doesn't share some components but it can easily be solved using DOD, you only have to make diffrent arrays for diffrent types of entieties. | |
| May 13, 2011 at 22:10 | comment | added | Skyler York | There is a lot of information on Google, but here is a decent article that popped up which should provide a high-level overview, followed by a discussion as it relates to component systems: gamesfromwithin.com/data-oriented-design, gamedev.net/topic/… | |
| May 13, 2011 at 21:14 | comment | added | Emiliano | what do you mean by "data-oriented"? | |
| May 13, 2011 at 18:57 | history | answered | Skyler York | CC BY-SA 3.0 |