Timeline for Entity Component Architecture and Scripting without using threads
Current License: CC BY-SA 3.0
3 events
| when toggle format | what | by | license | comment | |
|---|---|---|---|---|---|
| Nov 11, 2014 at 10:45 | comment | added | cpfr | My intention was to define a script for each entity type (e.g. a script for an enemy) which can be assigned to entities in the level editor. That way, a designer could load different scripts for different kinds of entities. The rendering and sound systems then provide an API to the scripting interface to e.g. add a blur filter to the rendered image or play a sound when an enemy attacks. The script is also able to listen for events which are sent by input or collision detection | |
| Nov 10, 2014 at 18:25 | comment | added | antont | i find his original idea of having a simulation system actually better. i usually don't want to scatter app logic into little scripts attached to different entities, but have it in one normal program that can then manipulate all the entities it needs. | |
| Nov 10, 2014 at 16:30 | history | answered | Naros | CC BY-SA 3.0 |