Hi.

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Owen Shelton

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Jul 25, 2011, 10:11:43 AM7/25/11
to tetragon
I haven't had much of a chance to check out this engine due to real
life constraints, but it looks pretty cool. Seems like the direction
your heading with the entity/component system is pretty similar to
that of the PushButtonEngine's which sadly doesn't see much updating
these days.

Sascha Balkau

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Jul 25, 2011, 11:41:45 PM7/25/11
to tetr...@googlegroups.com
Hi Owen,

tetragon uses a somewhat different approach than PBE. Basically entities in tetragon are more decoupled from systems. In PBE systems become part of an entity component while in tetragon systems are part of the application and process all entities. Another difference is that in tetragon you will have entity definitions, sort of a prototype for an entity from that entity references are created.

Sascha



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Owen Shelton

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Jul 28, 2011, 6:14:02 PM7/28/11
to tetragon
Thanks for the info.

Okay. That definitely sounds like a good idea. I noticed that in a
lot of PBE components there were always a lot of references to the
scene object in the pblevel files. One of my other gripes was also
how you always had to use the fully qualified class name when
referring to a component type when generating some kind of simple
mapping could have been used to simplify things.

Sounds good. Hopefully I'll have some time to play around with before
school starts.

On Jul 25, 11:41 pm, Sascha Balkau <sas...@hexagonstar.com> wrote:
> Hi Owen,
>
> tetragon uses a somewhat different approach than PBE. Basically entities in
> tetragon are more decoupled from systems. In PBE systems become part of an
> entity component while in tetragon systems are part of the application and
> process all entities. Another difference is that in tetragon you will have
> entity definitions, sort of a prototype for an entity from that entity
> references are created.
>
> Sascha
>
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