Sparkle and shine, light the inside
I see the spine of the world
I know it's mine, twisted and tied
Sparkle and shine, light the inside
I see the spine of the world
I know it's mine, twisted and tied
I'm 39 years old, diagnosed too late with ADHD, probably autistic and have the usual package: depression and GAD.
Trying to become a professional game programmer without much success.
clement-landais.vercel.app
I'm 39 years old, diagnosed too late with ADHD, probably autistic and have the usual package: depression and GAD.
Trying to become a professional game programmer without much success.
clement-landais.vercel.app
With all those items, when runnong the game, it created a "database" of items. Then, it was pretty easy to implement a "developer cheat mode" where we could spawn any item for testing.
Damn, sorry, I'm to verbose for tweets :D I hope my answers helped you even a bit.
With all those items, when runnong the game, it created a "database" of items. Then, it was pretty easy to implement a "developer cheat mode" where we could spawn any item for testing.
Damn, sorry, I'm to verbose for tweets :D I hope my answers helped you even a bit.
SO are not meant to store game state nor save data. Their data is reset each time you launch the game when built.
The most heavy use of SO I had was to create items and recipes in a crafting game. I created some UI for the designer, he created them and they were saved in a resource folder.
SO are not meant to store game state nor save data. Their data is reset each time you launch the game when built.
The most heavy use of SO I had was to create items and recipes in a crafting game. I created some UI for the designer, he created them and they were saved in a resource folder.
S stands for "systems". That's where the actual. behavior goes. You query some components and apply the logic.
S stands for "systems". That's where the actual. behavior goes. You query some components and apply the logic.
ECS: that can feel like a whole new world when you come from heavy OOP.
E stands for "entitys". An entity is no more than an ID at best.
C stands for "components". They should only hold data. Example: a "speed component" should have only a float value.
...
ECS: that can feel like a whole new world when you come from heavy OOP.
E stands for "entitys". An entity is no more than an ID at best.
C stands for "components". They should only hold data. Example: a "speed component" should have only a float value.
...
1/x
DI : "dependency injection". Your classes receives other objects they depends on without worrying about where and how to get them. Example: you have a bunch of prefabs that requires access to some SO via serialize field. DI could inject it at runtime.
1/x
DI : "dependency injection". Your classes receives other objects they depends on without worrying about where and how to get them. Example: you have a bunch of prefabs that requires access to some SO via serialize field. DI could inject it at runtime.
I've started to experiment with DI and ECS. We'll see how it turns out.
I've started to experiment with DI and ECS. We'll see how it turns out.
Later, you realize that all those SO are cumbersome to "inject". You discover Dependency Injection find ways to have nicely decoupled systems... Then, you start to see some limitations. At some point, you try ECS and realize that may be the ultimate way until...
Later, you realize that all those SO are cumbersome to "inject". You discover Dependency Injection find ways to have nicely decoupled systems... Then, you start to see some limitations. At some point, you try ECS and realize that may be the ultimate way until...
Happily, if this kind of gatekeeping had any impact on indies and studios that defined some new genre, we'd still be playing Pac-Man variants.
Happily, if this kind of gatekeeping had any impact on indies and studios that defined some new genre, we'd still be playing Pac-Man variants.
2. 1
The others are useless.
2. 1
The others are useless.
Can't find any easier game.
OK, it is almost like an (semi) interactive experience, but ,it is an awesome exemple of "video games as engines of experience".
Can't find any easier game.
OK, it is almost like an (semi) interactive experience, but ,it is an awesome exemple of "video games as engines of experience".