Viewing profile — Hodgman
Hodgman
HN member- Joined
- Thu, Oct 18, 2018, 11:09 PM UTC
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About Hodgman
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Recent public activity
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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,…
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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…
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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…
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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…
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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…
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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).
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Comment #18253123
Dungeon siege used an "Entity/Component" framework. That's a very different thing to an "Entity/Component/System" framework.