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etodd.io | ||
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blog.damato.design
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| | | | | A Storybook approach to visualize all my components' configurations and why its not recommended in Storybook today. | |
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blog.eyas.sh
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| | | | | We already discussed Game Objects and Components as two of the fundamental building blocks of the Unity Engine. Today, we'll discuss their programmatic | |
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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.martinig.ch
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| | | Architecture is an important asset for good programming and the notion of "pattern" is here to help us apply already trusted code architecture solutions to common problems. Jason McDonald has done a wonderful job to group some of them in a document that should be useful to most software developers. Go to his blog to | ||