Timeline for How to implement behavior in a component-based game architecture?
Current License: CC BY-SA 3.0
11 events
| when toggle format | what | by | license | comment | |
|---|---|---|---|---|---|
| Aug 17, 2015 at 18:39 | history | edited | Ilmari Karonen | CC BY-SA 3.0 | reupload image from imageshack to stack.imgur before it gets replaced by ads; see http://meta.stackexchange.com/q/263771 |
| Apr 10, 2013 at 19:41 | comment | added | Coyote | 2 is not a viable option. | |
| Feb 28, 2011 at 11:01 | vote | accept | ghost | ||
| Feb 26, 2011 at 19:16 | answer | added | Stephen | timeline score: 1 | |
| Feb 25, 2011 at 12:53 | history | edited | ghost | CC BY-SA 2.5 | added 835 characters in body |
| Feb 23, 2011 at 18:51 | answer | added | Kyle C | timeline score: 2 | |
| Feb 23, 2011 at 17:23 | comment | added | James | I think a good answer will depend on where you want to enforce the exclusivity of actions. If you want it to be in the objects themselves the design would be much different as compared to say, enforcing it through the drag and drop interface (This state already has a movement action so it can not have another, this state transition container already contains a time based end state, etc or whatever). | |
| Feb 23, 2011 at 14:33 | answer | added | Tesserex | timeline score: 6 | |
| Feb 23, 2011 at 14:22 | history | tweeted | twitter.com/#!/StackGameDev/status/40416316988993536 | ||
| Feb 23, 2011 at 14:14 | answer | added | Gregory Avery-Weir | timeline score: 2 | |
| Feb 23, 2011 at 11:40 | history | asked | ghost | CC BY-SA 2.5 |