Re: A blog post about object decomposition / component system in Lua
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- Subject: Re: A blog post about object decomposition / component system in Lua
- From: KHMan <keinhong@...>
- Date: 2017年9月12日 01:02:02 +0800
On 9/11/2017 7:23 PM, Petri Häkkinen wrote:
Hi!
Every now and then there has been some discussions on the mailing
list about Lua-based game engines and their component systems. I
just wrote a blog post about a custom mix-in style solution for
breaking down game objects into components. We have been using the
solution for a year in production use and we are quite pleased
with it.
Here's the link to the article:
http://druidstone-game.com/object-decomposition-druidstone
Interesting post, short and sweet. I quite like a one table design.
Regarding the references in your article, I like thinking table
lookups in Lua so much that it is interfering with my attempts at
full immersion in C++. Maybe a good thing too. But I guess there
are no perfect solutions to managing large-scale complexity, only
plenty of tools to choose from.
--
Cheers,
Kein-Hong Man (esq.)
Selangor, Malaysia