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Hodgman

HN member
Joined
Thu, Oct 18, 2018, 11:09 PM UTC
HN karma
1
Public activity
7 items

About Hodgman

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Recent public activity

  1. comment
    Comment #18254054

    Calm your titties my dude, you're angrier than me, here... You're still missing my point, claiming I'm making points I'm not, and insulting me for it. Grab a handful of good faith,…

  2. comment
    Comment #18253959

    This is called the actor model, and we actually implemented it in a prototype game engine once. We made one thread per CPU core and collected messages in "cycles" - where you'd pro…

  3. comment
    Comment #18253219

    Follow up articles in that series are going to show how to make it multi-threading and OO-compliant. "Typical" bad OOP code is a threading nightmare because the flow of control and…

  4. comment
    Comment #18253181

    It's because every single article that's promoting ECS does so by comparing it against incorrect inheritance-based code. The amount of time you see newbies jumping on the ECS bandw…

  5. comment
    Comment #18253158

    The fact the the original code is a straw-man is discussed. The fact the flexibility is being removed is discussed too, along with why it was there and hits on better ways to re-ac…

  6. comment
    Comment #18253139

    If cross-cutting concerns are making your architecture unwieldy, you likely haven't used composition enough / are doing OOP the bad way (tm).

  7. comment
    Comment #18253123

    Dungeon siege used an "Entity/Component" framework. That's a very different thing to an "Entity/Component/System" framework.