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blog.gemserk.com
| | 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.
| | cowboyprogramming.com
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| | www.softdevtube.com
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| | Programming history is filled with bugs that turned out to be features and limitations that pushed developers to make even more interesting products. We'll journey through code that was so 'bad' it was actually good. Along the way we'll look at the important role failure plays in learning. Then we'll tame our inner perfectionists and
| | wegowise.github.io
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| Great New Feature in RSpec 3: Verifying Doubles Posted by Joe Sep 3rd, 2014 ...