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1  Game Development / Game Mechanics / Re: Inter-Entity Communication in an Entity System on: 2013-06-21 18:46:00
And btw, take a look at the managers provided in Artemis, they help you organize your entities by e.g. teams or groups.

I've seen them, but the documentation on them is sparse. Could you give any examples of how to use them without breaking the entity system model?
2  Game Development / Game Mechanics / Re: Inter-Entity Communication in an Entity System on: 2013-06-21 00:52:18
What is it you mean by "communication"?
Like for example, an entity attacks another one. The attacker entity would send an "Attack" message to the attacked entity.

Right, although perhaps something that could include more complex communication, like the entity representing the flagship of a fleet sending tasks to only the entities within the fleet, or user input changing the state of a group of entities.

It would be pretty cool if the communication could be a two-directional conversation as well.

Obviously a lot of this stuff is case-specific. I'm just wondering what general setup you all think would me most conducive to implementing these sorts of behaviors.
3  Game Development / Game Mechanics / Inter-Entity Communication in an Entity System on: 2013-06-20 23:24:38
Any thoughts about how communication between entities could be best implemented in a hypothetical Entity System similar to Artemis (http://gamadu.com/artemis/)?

I was thinking of having a Messenger component, but do you think it would better to have messaging built into the Entity System framework itself? Also, what do you the the timing of message dispatch and creation should be?
4  Games Center / 4K Game Competition - 2013 / Re: Demolition Derby 4K on: 2012-12-13 03:01:34
This game is AWESOME Cheesy
5  Game Development / Newbie & Debugging Questions / I Want to Learn LWJGL on: 2012-11-25 17:08:38
Hello, all!

I have a good amount of experience in Java 2D and I like using it to make games. But the documentation for Swing and AWT are not oriented toward game creation, and it is often hard to find the best way to do a simple task like find a good timer, implement a game loop, or use double buffering (or triple buffering). I have Killer Game Programming in Java, and it is an excellent resource, but I am still not satisfied with any official documentation. I don't really want to learn any other libraries, since I prefer to make my own engines/frameworks/whatever from scratch, but it seems that the best solution for me to have a game-oriented and highly functional base library is to learn LWJGL.

However, I am not interested (for now) in anything 3D. Is LWJGL too complex to learn just for 2D applications? How much work does it take to lay the foundation of a game in LWJGL vs. regular old Java? Should I just stick with the comfortable, familiar, Java 2D?

If making the leap to LWJGL is worth the effort (and at some point it has to be), I believe I would have to learn quite a bit about openGL and low-level rendering in general, but I love to learn stuff like that as long as the information is presented in an accessible and orderly fashion. What are the best resources for me to learn to use it? I prefer books if they exist, but online tutorials can be useful as well.

Thank you!
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