Explore >> Select a destination


You are here

cowboyprogramming.com
| | gameprogrammingpatterns.com
3.5 parsecs away

Travel
| |
| | gamearchitect.net
3.8 parsecs away

Travel
| | [AI summary] A technical article discussing the pros and cons of inheritance versus aggregation in game object design, advocating for component-based architectures.
| | piemaster.net
4.4 parsecs away

Travel
| | 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.
| | nora.codes
30.7 parsecs away

Travel
|