Game Coding Complete Community

This community site is a companion to Game Coding Complete, written by Mike "MrMike" McShaffry and David "Rez" Graham. Programmers of all levels are invited to participate.

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Processes

thedevsykes - - Main Loop
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rezination

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    rezination -

    Replied to the thread Processes.

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    Quote: “ Edit: BTW any news on the 5th edition? ” Nothing official, no. This would be the first place we anounced it. -Rez
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    devast3d -

    Replied to the thread Processes.

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    Wow, the forum is still active, can't believe somebody read this archived text :) Edit: BTW any news on the 5th edition? ;)
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    diegorosa -

    Liked rezination’s post in the thread 2D Scene Graph.

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    I don't have the book in front of me and it's a been a while, so my response will be a bit less specific to the scene nodes from Game Coding Complete. The core idea of abstracting render data, spatial partitioning, and scene hierarchies are definitely…
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    rezination -

    Replied to the thread 2D Scene Graph.

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    I don't have the book in front of me and it's a been a while, so my response will be a bit less specific to the scene nodes from Game Coding Complete. The core idea of abstracting render data, spatial partitioning, and scene hierarchies are definitely…
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    diegorosa -

    Replied to the thread Processes.

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    Nice post sequence, I've read everything and very details, and I learned some things! Maybe in a possible future 5th edition could be covered some things more "complex" like ObjectManager and EntitySystems discussed previouly and maybe there are some…
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    diegorosa -

    Liked rezination’s post in the thread Processes.

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    Sorry for the late reply, I completely missed your response! You're absolutely right! Actors and components shouldn't have an Update() function! In my own engine, I have something I call the EntityComponentSystem. This is an object that inherits from…
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    diegorosa -

    Liked rezination’s post in the thread Processes.

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    That's certainly one way to look at it. I think you might be going a bit event heavy though. Remember that events do have a cost, so sending an event to a system that's already tightly coupled to the sender doesn't buy you anything. Here's how I'd…
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    diegorosa -

    Liked rezination’s post in the thread Processes.

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    Processes and events are two totally different things that aren't directly connected. Processes are used when you need to do something across multiple frames. For example, moving a character from one point to another. Events are used to decouple…
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    diegorosa -

    Liked mholley519’s post in the thread SceneGraph in GCC4.

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    The scene graph is used only for rendering, the actor system is decoupled from the rendering this way. When a render component is created on an actor, it inserts a scene node into the heirarchy, than when an actor moves (transform component), the scene…
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    diegorosa -

    Posted a new thread: 2D Scene Graph

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    Hey guys, I decided getting started with 2D and OpenGL and I choose using SFML, and i love the archtecture proposed in the book! So, I'am in the rendering part where i trying to figure out how the things is draw in the scene! About chapter 16 (3D…