Recent content by IsaacL

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    Updates Refactoring Destination: Sol to use ECS Architecture

    Over the past week, I've restructured entity removal and contact handling. Previously, contact handling wouldn't cause damage, and destroying an entity with a Body at certain times would cause the game to crash. In my new PR, collision and destruction are handled smoothly. Next, I'm working on...
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    Updates Refactoring Destination: Sol to use ECS Architecture

    Over the past two weeks, I (with a lot of help from my mentors) got the graphics working! It's fully functional, and has aready been merged. I've also gotten asteroids working, although there are still a few kinks in the contact handling that need to be ironed out. I'm finally up to SolShip...
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    Updates Refactoring Destination: Sol to use ECS Architecture

    Last week, I refactored the Transcendent class to use ECS architecture. The new PR, Starport travel, is completely finished insofar as its internal structure is concerned. However, it can't be implemented practically, because its usage interacts heavily with SolShip, so that need to be...
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    Updates Refactoring Destination: Sol to use ECS Architecture

    This past week, I've made a prefab for asteroid, and I've also made the relevant systems. The PR currently has a few kinks that need to be ironed out, but the basic code is complete. I've also refactored the code in SolApplication to make the EntitySystemManager after the game is created, so...
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    Updates Refactoring Destination: Sol to use ECS Architecture

    Last week, I made a system for handling the creation of Loot objects whenever an entity with a DropsLoot component dies. The PR for that is here. As of now, the Loot PR doesn't work, because the EntitySystemManager doesn't inject the instance of SolGame into the systems, since the game instance...
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    Updates Refactoring Destination: Sol to use ECS Architecture

    This past week, I developed a system from drawing entities. It has a few bugs, so it's still under development. That PR can be found here. After I finish that, I'll make the changes to the Body PR that @NicholasBatesNZ suggested. Next, I'll make the structure for ECS-based Asteroids and...
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    Updates Refactoring Destination: Sol to use ECS Architecture

    In the last week, I've created a system for interacting with the Body object from libGDX, which is responsible for the physics handling of an entity. The new system sends location update events and handles force events. If an entity should have an associated Body, but doesn't, the system sends a...
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    Updates Refactoring Destination: Sol to use ECS Architecture

    This past week, I've created a removal framework, made a Stasis component for entities that don't need to be actively managed, finished contact/force handling, and started a way of interacting with graphics using ECS. I'm working on converting the remaining graphical structures to use ECS as...
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    Updates Refactoring Destination: Sol to use ECS Architecture

    This past week, I created a Health component, a Damage event that acts on it, and a system to handle that interaction. I've also made events for handling Forces and Contact. I'll be posting about my progress in detail here every other week.
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    Updates Refactoring Destination: Sol to use ECS Architecture

    Project details: https://trello.com/b/plUYIZ3v/refactoring-ds-to-use-ecs-architecture Proposal: https://docs.google.com/document/d/1bUZ0gwnTnsGH8nh6vGR-kSnQQi2JgoltbfyzCiakzyI/edit?usp=sharing Quick Summary Destination: Sol currently uses OOP design. My goal is to restructure the code to use...
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    Intro Hey, I'm Isaac

    Name: Isaac Lichter Social: Isaac Lichter on Facebook From: US Skills / Tools: Java, C#, JavaScript, and a bit of Linux and C++ Found via: GSoC 2019 Interests: Ever since I was a kid, I've always wanted to design games. When I play any game, I unconsciously think about the way the different...
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