How do you model data and behaviors in your non-standard game loops?
gamedev.net
I see ECS thrown around a lot as a general solution, but I don't believe in general solutions.Let's compare two wildly different games: Generic FPS game (Any) and Nethack:In FPS, everything happens in realtime, combat boils down to who clicked on who first, very little window for player to feel like it's unfair because of realtime factor, worst case scenario, both players shoot eachother and die at the same time, this is entirely possible and acceptable as each could've don
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