dragbone

@[email protected]

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dragbone,

Each pack has about 5 themed tracks, each about 2min long. So I would say worth it for prototype or small game but not really enough content for a full game.

dragbone,

Looks interesting, I’ll give it a try tomorrow 😃

Wie kommt man als nicht-Schweizer am besten an schweizerische Produklte heran? (feddit.de) German

War letztens bei meinen Eltern zu besuch und… Mein Vater hat da so ein Gewürz was er unheimlich gerne mag… Und ich Depp habs leer gemacht. Jetzt wollte ich ihm Ersatz besorgen und stell fest: Das Zeug ist nur in der Schweiz zu kaufen. Mal eben 550km in die Schweiz fahren ist nicht drin, wie also komm ich an das Gewürz ran?...

dragbone,

Wenn du keine Lösung findest kann ichs dir zusenden. Bin halt faul, darum gilt das Angebot nur einmalig 😉

dragbone,

I have only killed plants in self watering pots (with soil). Semi hydroponic is the way in these pots as far as I’m concerned. Pothos worked pretty good for me.

Greetings! Introducing myself (and my prototype 🎮) (discuss.tchncs.de)

Hey there! I’m a free-time gamedev (and full time software engineer) escaping the clutches of reddit and wanted to introduce myself over here. I’m coming back to game development after a longer break due to lack of energy. One job change later and I’m at it again :) I’m currently prototyping a minimalistic action rpg,...

dragbone,

Of course! ECS is Entity Component System. In short: separat your code into logic (=systems) and data (=components) attached to game objects (=entities). It enables you to add different behaviors to your game objects by composing different components together. An example: I have a system called RenderSpriteSystem which automatically renders every entity that has a PositionComponent and SpriteComponent attached.

dragbone,

Kotlin (jvm language) + libgdx (game library) + fleks (ECS) So far 😁

dragbone,

I’m not sure how much of ECS you can apply in that case… If you have something like game objects/entities then it might work/be useful.

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