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cowboyprogramming.com
| | piemaster.net
7.4 parsecs away

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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.
| | gameprogrammingpatterns.com
5.8 parsecs away

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| | austinmorlan.com
5.3 parsecs away

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| | Ever since first hearing about Entity Component Systems and their implications in game development, I've wanted to build one for my own usage and knowledge. There are a few examples that people have built and posted online (1, 2), and there are a few full-fledged ones that can be used to build real games (3 , 4). I liked different aspects of each of them that I studied, but I wanted to build my own and put my own spin on the problem, incorporating different elements from different examples.
| | code.krister.ee
42.5 parsecs away

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| The lockdowns didn't really affect me all that much. I was just happy there was a reason for companies (and us) to try out remote working and pollute less. The main product I made was Bashboard. It currently has 1 user and he doesn't reply by email. I've thought about