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gameprogrammingpatterns.com | ||
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etodd.io
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| | | | | In the wake of this brief description of my component binding system, I was asked to provide more details on its implementation. This article is my best attempt to do so! This is a tale of intrigue, excitement, and wonder, in which I try to implement a component-entity system in C#, and stumble upon a remarkable paradigm that merges components with data binding. Note: If you don't have at least a vague concept of component-entity design,read this article first. | |
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cowboyprogramming.com
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| | | | | [AI summary] The article discusses the transition from traditional inheritance-based object hierarchies to a component-based architecture in game development. It highlights the challenges of refactoring existing code and the eventual benefits of more flexible, maintainable, and reusable code. Key points include the use of common interfaces, data-driven object creation, and the importance of managing component dependencies for performance. | |
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piemaster.net
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| | | | | I want to talk a bit about the Artemis framework I've been playing with, but it won't mean much without some background knowledge of the entity/component paradigm of game design. This post, then, is a quick review of my experience with entities and components, and how they relate to the more traditional object-oriented (OO) paradigm, and in particular, what sucks about both. If you're familiar with the entity/component paradigm already, you may just want to skip over to my detailing ofEntity/Component Game Design That Works: The Artemis Framework » and read through this at your leisure. There's a few connections, but I'm trying to keep it at a pretty high level for now. | |
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blog.lusito.info
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| | | Learn what progressive enhancement is based on a real world example within this blog post. | ||