Lurking in the great code depths, by Jacob H. Hansen

Improving your component-based framework: Part 2, component storage

September 11, 2008 23:06 by Jacob H. Hansen
Continuing the series, I will talk a bit about how to store and keep track of your precious components. You probably saw the green database icon on the diagrams from part one without any explanation of what it did, and how it did it. That is what I’ll be talking about in this post. So, ... [More]


Improving your component-based framework: Part 1, evolving from the game-object

September 11, 2008 00:07 by Jacob H. Hansen
You often hear people speak of “entities”, or “game objects”. What these actually are, is somewhat context specific but can often be described as something that is tangible in the game world; e.g.  the player, an enemy or a tree. These are all objects with different fu... [More]


Improving your component-based framework: Part 0, Introduction

September 10, 2008 21:04 by Jacob H. Hansen
Modular software designs such as the component based approach (see Mick West's article) is gaining more and more ground in becoming the modern way of building games. At least, that is what I interpret from the increasing amount of middleware using, and pushing these concepts (e.g. Unity3D, Tor... [More]


Postmortem: Pfff (LD12)

August 12, 2008 23:16 by Jacob H. Hansen
This postmortem covers my experience with the 12th Ludum Dare 48 hour game competiton, which took place on the weekend of August 8-10 2008. Final post Timelog   Summary The Tower came out as the result of the 2nd round of theme-voting. A somewhat less abstract theme than ... [More]


Postmortem: Shaky? (LD11)

August 12, 2008 22:50 by Jacob H. Hansen
This postmortem covers my experience with the 11th Ludum Dare 48 hour game competiton, which took place somewhere around April 2008. Final post Timelog   Summary Been a while since this took place, and I totally forgot to write down what happened back when I could actuall... [More]


Drawing A Visibility Area

February 2, 2008 23:38 by Jacob H. Hansen
Ever since playing the Commandos series i've been fascinated with the way they displayed the view of the enemies. They had this triangular shape which would get cut off when geometry was blocking the view. I thought this was a great way of showing how much, and where, an enemy can actually see... [More]