Author Topic: OOP, ECS, Roguelike, and definitions  (Read 30113 times)

Gornova

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Re: OOP, ECS, Roguelike, and definitions
« Reply #15 on: February 25, 2016, 09:43:29 AM »
Can someone explain what the fuck am I reading?

Omnivore answer is fucking epic, but in any case read this series:
http://t-machine.org/index.php/2007/09/03/entity-systems-are-the-future-of-mmog-development-part-1/
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Krice

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Re: OOP, ECS, Roguelike, and definitions
« Reply #16 on: February 26, 2016, 08:37:09 AM »
but in any case read this series:

I did read two entries, they didn't contain any real life programming examples, just some vague bullshit. It's like component system, same kind of guys were talking about that even it was just a bad way to solve some OOP issues.

Omnivore

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Re: OOP, ECS, Roguelike, and definitions
« Reply #17 on: February 26, 2016, 02:48:11 PM »
You can lead a horse to water, but you can't make it drink.

For anyone who actually wants to take a drink, at the bottom of the page: http://entity-systems.wikidot.com/games-using-an-entity-system  there are six open source games using various ECS implementations. 

In particular, look at Escape From the Pit, as it seems to be the closest to the data model that I've been speaking of in earlier posts in this thread. 


The above aside, this thread is not about one particular data model or style of programming.  It began simply as an observation that there exist many, often conflicting, definitions for commonly used terms when it comes to game design and programming.   My conclusion is simply, "It is all about the data."  There is no 'one right way'; given the tools in your toolbox, use what best fits the data model you have.   If none of your tools fit, it might be worthwhile expanding your toolbox. 

Hope this helps,
Brian aka Omnivore

Krice

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Re: OOP, ECS, Roguelike, and definitions
« Reply #18 on: February 26, 2016, 03:55:52 PM »
Well after reading some crap it looks like entity system is like using only what is known as components. It's like constructing the game objects from small parts. Also, at the same time you lose most benefits of OOP and using components is slower, because you have to check what components the entity has. Great stuff.

CaptainKraft

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Re: OOP, ECS, Roguelike, and definitions
« Reply #19 on: February 26, 2016, 10:48:10 PM »
Can someone explain what the fuck am I reading?

Dude, it is simple, it is just modeling your data as a tessellation of n-dimensional Euclidean space by congruent parallelotopes

Hope this helps,
Brian aka Omnivore

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mtvee

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Re: OOP, ECS, Roguelike, and definitions
« Reply #20 on: March 04, 2016, 03:05:42 PM »
If you use lisp, your code is just data too ;)

tuturto

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Re: OOP, ECS, Roguelike, and definitions
« Reply #21 on: March 05, 2016, 03:07:46 PM »
If you use lisp, your code is just data too ;)

And instead of writing an engine, you'll end up writing a whole new language, to write your engine, to code your game :D
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