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Matt's Dev Blog

Aspiring to be the nerdiest blog you'll ever read. Tuesday, April 8, 2014. I've been writing a new game recently - and this time, I decided to use an entity/component system. Boy, does that approach make things easier! In other games I've written, I've struggled to fit new gameplay features into the existing code base. With a entity-component based systems, it's easy to add new features:. Need a way to track targetable objects in your game? Need to add some new AI behavior to a unit? What should you do?

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Matt's Dev Blog | mfichman.blogspot.com Reviews
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Aspiring to be the nerdiest blog you'll ever read. Tuesday, April 8, 2014. I've been writing a new game recently - and this time, I decided to use an entity/component system. Boy, does that approach make things easier! In other games I've written, I've struggled to fit new gameplay features into the existing code base. With a entity-component based systems, it's easy to add new features:. Need a way to track targetable objects in your game? Need to add some new AI behavior to a unit? What should you do?
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1 matt's dev blog
2 entity/component systems
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4 targetable
5 add a component
6 i have a
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9 simple
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matt's dev blog,entity/component systems,add a,targetable,add a component,i have a,table,std unordered map,simple,automatically works,target,position,component,recharge/powerup stations,pathfinding,serialization/save game,camera tracking,damage/hitpoints
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Matt's Dev Blog | mfichman.blogspot.com Reviews

https://mfichman.blogspot.com

Aspiring to be the nerdiest blog you'll ever read. Tuesday, April 8, 2014. I've been writing a new game recently - and this time, I decided to use an entity/component system. Boy, does that approach make things easier! In other games I've written, I've struggled to fit new gameplay features into the existing code base. With a entity-component based systems, it's easy to add new features:. Need a way to track targetable objects in your game? Need to add some new AI behavior to a unit? What should you do?

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mfichman.blogspot.com mfichman.blogspot.com
1

Matt's Dev Blog: Jet: Cascading Shadow Maps

http://mfichman.blogspot.com/2010/05/jet-cascading-shadow-maps.html

Aspiring to be the nerdiest blog you'll ever read. Tuesday, May 11, 2010. Jet: Cascading Shadow Maps. The performance of this demo is fill-rate bound. This is actually good, because it means I have plenty of vertex processing and CPU overhead to work with. Also, most of the fill-rate-intensive shader work is done already so I don't really need anymore fill-rate. My next couple of goals: multiple shadow-casting lights, spotlights, and point lights. Subscribe to: Post Comments (Atom).

2

Matt's Dev Blog: Lua-Style Coroutines in C++

http://mfichman.blogspot.com/2011/05/lua-style-coroutines-in-c.html

Aspiring to be the nerdiest blog you'll ever read. Wednesday, May 4, 2011. Lua-Style Coroutines in C. Lua's implementation of coroutines is one of my all-time favorite features of the language. This (short) paper. Explains the whole reasoning behind the Lua's coroutine implementation and also a little about the history of coroutines. Sadly, coroutines are not supported out-of-the box by many modern languages, C included. Which brings me to the subject of this post: Lua-style coroutines in C! Coroutine: C...

3

Matt's Dev Blog: Minecraft Terrain

http://mfichman.blogspot.com/2013/02/minecraft-terrain.html

Aspiring to be the nerdiest blog you'll ever read. Tuesday, February 19, 2013. Yesterday, on my day off, I played around with generating some Minecraft-like terrain. A lot of people see Minecraft and think "Hey, that doesn't look too complicated.I could do that! PrevType = air for block in column: if block.type = prevType: # Do nothing, b/c the block is an # "inside" or culled block elif block.type! In both cases above. SimplexNoise(x, y, z). SimplexNoise(x/a, y/b, z/b). I eventually settled with a=48, b...

4

Matt's Dev Blog: Entity/Component Systems

http://mfichman.blogspot.com/2014/04/entitycomponent-systems.html

Aspiring to be the nerdiest blog you'll ever read. Tuesday, April 8, 2014. I've been writing a new game recently - and this time, I decided to use an entity/component system. Boy, does that approach make things easier! In other games I've written, I've struggled to fit new gameplay features into the existing code base. With a entity-component based systems, it's easy to add new features:. Need a way to track targetable objects in your game? Need to add some new AI behavior to a unit? What should you do?

5

Matt's Dev Blog: Jet Game Engine: Simple Destructible Meshes

http://mfichman.blogspot.com/2010/04/jet-game-engine-simple-destructible.html

Aspiring to be the nerdiest blog you'll ever read. Friday, April 30, 2010. Jet Game Engine: Simple Destructible Meshes. I've been meaning for a while to mess around with destructible meshes (they're way cool! Making physically accurate destructible meshes is hard. Instead, I've opted for a simple scheme that still has great visual results for compact objects. The technique works like this:. Choose a plane to split the mesh along. Create two new meshes to hold the fragments. Palo Alto, CA, United States.

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Matt's Dev Blog

Aspiring to be the nerdiest blog you'll ever read. Tuesday, April 8, 2014. I've been writing a new game recently - and this time, I decided to use an entity/component system. Boy, does that approach make things easier! In other games I've written, I've struggled to fit new gameplay features into the existing code base. With a entity-component based systems, it's easy to add new features:. Need a way to track targetable objects in your game? Need to add some new AI behavior to a unit? What should you do?

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