Non-pipeline component programming
Zoadian
d at d.de
Tue Feb 4 01:49:38 PST 2014
We're currently working on an Entity Component System for D (
https://github.com/Zoadian/nitro)
Here some good explanations:
http://t-machine.org/index.php/2007/09/03/entity-systems-are-the-future-of-mmog-development-part-1/
http://www.richardlord.net/blog/what-is-an-entity-framework
On Tuesday, 4 February 2014 at 04:12:49 UTC, Luís Marques wrote:
> I loved reading Walter's component programming article in Dr.
> Dobb's [0] in late 2012. I had missed H. S. Teoh's mid 2013
> article on calendar textual formatting using the component
> approach [1], but fortunately Ali brought it to my attention
> recently, and I also find it absolutely fascinating!
>
> I think what's most interesting with Teoh's article (and I
> think that was Ali's point when he mentioned the article to me)
> is that the calendar example is not as an obvious target for
> the component approach, or at least that the design and
> implementation is not as obvious for someone new to that
> approach.
>
> Now, while Teoh's example is much more complex than Walter's,
> both examples are for cases of pipelined problems (source ->
> filter1 -> filter2 -> sink). What I have been wondering during
> the last few days is how much this "component programming"
> approach could be applied to scenarios where you would normally
> have a jumble of objects. For instance, try to picture a game
> or simulation where spaceships fire at each other, pick up
> objects, communicate, and so on, or something like that. My
> instinct would be to code a solution which would be classified
> as typical OOP code. Would it be possible to come up with a
> solution that would be more in the spirit of "component
> programming"? Or are such solutions only practical/applicable
> for pipeline-like scenarios?
>
> --
>
> [0]
> http://www.drdobbs.com/architecture-and-design/component-programming-in-d/240008321
>
> [1]
> http://wiki.dlang.org/User:Quickfur/Component_programming_with_ranges
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