First Entity Test
I'm rebuilding my particle system around a couple base objects: Entity, EntityManager, EntityEmitter(optional).
Entities are Sprites with the ability to be updated via a delta 'time' slice. They support nondeterministic animation through this system natively, but they also can each have their own timeline objects to have properties of themselves deterministic.
EntityManager objects manage groups of entities and serve as a single point of contact to update or evaluate an entire group. They also manage removal, and Affector chains.
The whole entity thing is basically a way to get things like Affectors without having emitters - so I can write an Artificial Intelligence Affector for an enemy that needs updating/main loop service.
This example has 4 entities and 3 affectors (WobbleAffector, VelocityClampAffector, RadialSoftBoundsAffector).
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