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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.
| | hendriquistgames.home.blog
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| | Basic details: 2-4 players; 30 minutes; competitive Date played: April 29, 2021 Gist of the game: Players take on the role of shepherd, placing tiles to create villages, forests, and safe pens for their sheep. The player with the largest safe enclosure at the end of the game wins. To begin the game, the village...
| | austinmorlan.com
24.1 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.
| | www.webupd8.org
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| Things To Do After Installing Ubuntu On A Chromebook Using Crouton ~ Ubuntu / Linux blog