Alas, I must admit defeat...
No, I must not,
Aye, I must...
That has been my thought process for the past month as new issues kept arising in my current game engine using the component-entity model. And alas, after realizing I was over-engineering, I admitted defeat.
But I had a secret weapon, and that was re-engineering my existing code to reflect a traditional OOP design architecture.
I know, not as intuitive, but I must digress, I need something to SHOW other than just a cube. And so far it has been successful. What I mean by this is that I have complete integrating a Shader class that is derived from and create any shader. I have a render-able Prop with colliders. And now I am fine tuning the collision system to implement Rigidbody Physics.
Within the month I will have a demo video showing as I still have to work on my projects with EverFire Studios, Inc.
Wish me luck and I promise I will have something to show you and a thorough technical post in regards to it.
And as always, enjoy game programming!
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