Timeline for How can I design an effective game object interaction scheme with a component-based architecture?
Current License: CC BY-SA 2.5
14 events
| when toggle format | what | by | license | comment | |
|---|---|---|---|---|---|
| Apr 11, 2022 at 12:00 | history | tweeted | twitter.com/StackGameDev/status/1513487032009564165 | ||
| Sep 30, 2010 at 15:18 | vote | accept | Christopher Horenstein | ||
| Sep 28, 2010 at 18:54 | answer | added | topright | timeline score: 0 | |
| Sep 28, 2010 at 13:25 | answer | added | Nailer | timeline score: 2 | |
| Sep 28, 2010 at 12:26 | comment | added | Nailer | I like your gameplay idea by the way =) | |
| Sep 28, 2010 at 11:19 | answer | added | tenpn | timeline score: 2 | |
| Sep 28, 2010 at 3:22 | history | edited | Christopher Horenstein |
added tags
|
|
| Sep 27, 2010 at 22:30 | history | edited | Christopher Horenstein | CC BY-SA 2.5 |
added engine being used per comment request
|
| Sep 27, 2010 at 22:19 | answer | added | dash-tom-bang | timeline score: 5 | |
| Sep 27, 2010 at 22:14 | comment | added | CodeSmile | don't see the dupe, the question is about how to design a specific game's requirements in code, using a component system (@Christopher: mentioning which one would help though, are you using Unity? Torque? Proprietary?) | |
| Sep 27, 2010 at 22:12 | comment | added | dash-tom-bang | There is an actual question here, though, as opposed to the "question" at the link that Joe gives. | |
| Sep 27, 2010 at 21:10 | comment | added | user744 | possible duplicate of Component-Based System Information | |
| Sep 27, 2010 at 20:11 | history | edited | Christopher Horenstein | CC BY-SA 2.5 |
revised title slightly
|
| Sep 27, 2010 at 19:51 | history | asked | Christopher Horenstein | CC BY-SA 2.5 |