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etodd.io
| | piemaster.net
6.5 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.
| | hartenfeller.dev
7.4 parsecs away

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| | Learn step-by-step how Web Components work and how to use them. Including HTML templates, custom elements, shadow DOM, attributes, properties, and slots.
| | gameprogrammingpatterns.com
6.6 parsecs away

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| | kinsta.com
23.2 parsecs away

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| Web Components are a standard way to create reusable and modular HTML elements without using a JavaScript framework.