I'm new to game development and I think I'm getting bogged down watching all sorts of videos like this about potential frameworks, systems, patterns and stuff, when I should probably make something in the first place to understand what the problems are that such things would solve
Yep. Figure out how to draw stuff in a loop, make a bouncing box or something, and go from there. Don't be afraid to just have a list of objects with update() and draw() methods for a while. (Source: currently getting back into gamedev. (: )
in general, you wouldnt want a component to replace its owner entity. so of course opening a closed door caused a bug in that case. the door should have a state of being opened or closed.
I'm new to game development and I think I'm getting bogged down watching all sorts of videos like this about potential frameworks, systems, patterns and stuff, when I should probably make something in the first place to understand what the problems are that such things would solve
Yep. Figure out how to draw stuff in a loop, make a bouncing box or something, and go from there. Don't be afraid to just have a list of objects with update() and draw() methods for a while. (Source: currently getting back into gamedev. (: )
Really good idea at 12:30, using a common template for all units of the same type, and locally you would only indicate the modified attributes.
All the men of war games do this for basically everything but maps. Even the models and are made up of parts that get welded by the engine.
This is not the ECS architecture, it's the component-oriented architecture similar to Unity MonoBehaviour. The pure ECS is what the Unity DOTS is.
Tappable/Clickable link to the video mentioned at 0:54 : czcams.com/video/U03XXzcThGU/video.html
for things like orc-slaying, you should have a component that lets you tag entities w things like "orc".
Brians Talk: czcams.com/video/U03XXzcThGU/video.html
in general, you wouldnt want a component to replace its owner entity. so of course opening a closed door caused a bug in that case. the door should have a state of being opened or closed.
Great talk thanks, Thomas!
this looks over complicated, but ADOM is a really deep game