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	<title>Comments on: An Entity Framework for Games</title>
	<atom:link href="http://www.gamepoetry.com/blog/2008/05/16/an-entity-framework-for-games/feed/" rel="self" type="application/rss+xml" />
	<link>http://www.gamepoetry.com/blog/2008/05/16/an-entity-framework-for-games/</link>
	<description>The art, science and business of independent game development</description>
	<lastBuildDate>Wed, 03 Mar 2010 21:22:26 -0800</lastBuildDate>
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		<item>
		<title>By: urbansquall</title>
		<link>http://www.gamepoetry.com/blog/2008/05/16/an-entity-framework-for-games/comment-page-1/#comment-6731</link>
		<dc:creator>urbansquall</dc:creator>
		<pubDate>Sat, 12 Sep 2009 16:31:32 +0000</pubDate>
		<guid isPermaLink="false">http://www.gamepoetry.com/wpress/2008/05/16/an-entity-framework-for-games/#comment-6731</guid>
		<description>&lt;p&gt;Let&#039;s put it this way.&lt;/p&gt;

&lt;p&gt;You can write the value of this a file:&lt;/p&gt;

&lt;pre&gt;&lt;code&gt; var entityID : String;
&lt;/code&gt;&lt;/pre&gt;

&lt;p&gt;But this has no implicit value when you try to write it to a file:&lt;/p&gt;

&lt;pre&gt;&lt;code&gt; var entity : Entity;
&lt;/code&gt;&lt;/pre&gt;

&lt;p&gt;Obviously there are ways to make Entity serializable, but as a reference, it is not inherently so.&lt;/p&gt;
</description>
		<content:encoded><![CDATA[<p>Let&#8217;s put it this way.</p>

<p>You can write the value of this a file:</p>

<pre><code> var entityID : String;
</code></pre>

<p>But this has no implicit value when you try to write it to a file:</p>

<pre><code> var entity : Entity;
</code></pre>

<p>Obviously there are ways to make Entity serializable, but as a reference, it is not inherently so.</p>]]></content:encoded>
	</item>
	<item>
		<title>By: Nick Wiggill</title>
		<link>http://www.gamepoetry.com/blog/2008/05/16/an-entity-framework-for-games/comment-page-1/#comment-6725</link>
		<dc:creator>Nick Wiggill</dc:creator>
		<pubDate>Sat, 12 Sep 2009 12:50:07 +0000</pubDate>
		<guid isPermaLink="false">http://www.gamepoetry.com/wpress/2008/05/16/an-entity-framework-for-games/#comment-6725</guid>
		<description>&lt;p&gt;Hi, I&#039;m back after quite some time.&lt;/p&gt;

&lt;p&gt;I wanted to ask you if you could clarify something:&lt;/p&gt;

&lt;p&gt;&quot;...but the important thing to remember is that we can’t serialize references, but we can serialize IDs. Serializing forms a critical component of load/save systems and networked games so we’re going to lay the foundation as we proceed.&quot;&lt;/p&gt;

&lt;p&gt;Can you explain what you mean by &quot;we can&#039;t serialize references&quot;? By serialize, what specifically do you mean, and how are we prevented from serializing references (in AS3, I presume you mean)?&lt;/p&gt;
</description>
		<content:encoded><![CDATA[<p>Hi, I&#8217;m back after quite some time.</p>

<p>I wanted to ask you if you could clarify something:</p>

<p>&#8220;&#8230;but the important thing to remember is that we can’t serialize references, but we can serialize IDs. Serializing forms a critical component of load/save systems and networked games so we’re going to lay the foundation as we proceed.&#8221;</p>

<p>Can you explain what you mean by &#8220;we can&#8217;t serialize references&#8221;? By serialize, what specifically do you mean, and how are we prevented from serializing references (in AS3, I presume you mean)?</p>]]></content:encoded>
	</item>
	<item>
		<title>By: Enzo</title>
		<link>http://www.gamepoetry.com/blog/2008/05/16/an-entity-framework-for-games/comment-page-1/#comment-6144</link>
		<dc:creator>Enzo</dc:creator>
		<pubDate>Fri, 21 Aug 2009 15:24:22 +0000</pubDate>
		<guid isPermaLink="false">http://www.gamepoetry.com/wpress/2008/05/16/an-entity-framework-for-games/#comment-6144</guid>
		<description>&lt;p&gt;I can&#039;t get the public function tick( a_deltaTime : Number ) : void to work in my entity based classes unless they are instantiated in the constructor of the main class. I&#039;m reduced to using separete timers in each class. I tested to see if the instance was in the m_entities of the EntityContainer and it is but the timer just doesn&#039;t seem to work in classes instanced after the first one. Thanks for the hard work on this class. Without the timer its still great to have.&lt;/p&gt;
</description>
		<content:encoded><![CDATA[<p>I can&#8217;t get the public function tick( a_deltaTime : Number ) : void to work in my entity based classes unless they are instantiated in the constructor of the main class. I&#8217;m reduced to using separete timers in each class. I tested to see if the instance was in the m_entities of the EntityContainer and it is but the timer just doesn&#8217;t seem to work in classes instanced after the first one. Thanks for the hard work on this class. Without the timer its still great to have.</p>]]></content:encoded>
	</item>
	<item>
		<title>By: urbansquall</title>
		<link>http://www.gamepoetry.com/blog/2008/05/16/an-entity-framework-for-games/comment-page-1/#comment-773</link>
		<dc:creator>urbansquall</dc:creator>
		<pubDate>Sun, 15 Feb 2009 18:13:39 +0000</pubDate>
		<guid isPermaLink="false">http://www.gamepoetry.com/wpress/2008/05/16/an-entity-framework-for-games/#comment-773</guid>
		<description>&lt;p&gt;Thanks Nick. I&#039;ll take a look and let you know if I have any comments.&lt;/p&gt;
</description>
		<content:encoded><![CDATA[<p>Thanks Nick. I&#8217;ll take a look and let you know if I have any comments.</p>]]></content:encoded>
	</item>
	<item>
		<title>By: Nick Wiggill</title>
		<link>http://www.gamepoetry.com/blog/2008/05/16/an-entity-framework-for-games/comment-page-1/#comment-768</link>
		<dc:creator>Nick Wiggill</dc:creator>
		<pubDate>Sun, 15 Feb 2009 15:40:17 +0000</pubDate>
		<guid isPermaLink="false">http://www.gamepoetry.com/wpress/2008/05/16/an-entity-framework-for-games/#comment-768</guid>
		<description>&lt;p&gt;Thanks for that!&lt;/p&gt;

&lt;p&gt;By the way, you may want to check out something I&#039;ve been doing in relation to entities, using factories and composition rather than inheritance for entity construction:&lt;/p&gt;

&lt;p&gt;http://www.visualharmonics.co.uk/actionscript-3/using-function-closures-in-object-composition/&lt;/p&gt;

&lt;p&gt;Actually I&#039;m using your entity code as a bit of a reference, although due to the discrete MVC nature of my framework, there is a quite a big difference in how additions and removals are handled.&lt;/p&gt;
</description>
		<content:encoded><![CDATA[<p>Thanks for that!</p>

<p>By the way, you may want to check out something I&#8217;ve been doing in relation to entities, using factories and composition rather than inheritance for entity construction:</p>

<p><a href="http://www.visualharmonics.co.uk/actionscript-3/using-function-closures-in-object-composition/" rel="nofollow">http://www.visualharmonics.co.uk/actionscript-3/using-function-closures-in-object-composition/</a></p>

<p>Actually I&#8217;m using your entity code as a bit of a reference, although due to the discrete MVC nature of my framework, there is a quite a big difference in how additions and removals are handled.</p>]]></content:encoded>
	</item>
	<item>
		<title>By: urbansquall</title>
		<link>http://www.gamepoetry.com/blog/2008/05/16/an-entity-framework-for-games/comment-page-1/#comment-679</link>
		<dc:creator>urbansquall</dc:creator>
		<pubDate>Wed, 11 Feb 2009 15:39:02 +0000</pubDate>
		<guid isPermaLink="false">http://www.gamepoetry.com/wpress/2008/05/16/an-entity-framework-for-games/#comment-679</guid>
		<description>&lt;p&gt;Usually reverse count for loops are necessary if you&#039;re going to be splicing indices as you go along. I&#039;m pretty sure there&#039;s no specific reason why it is reversed here though.&lt;/p&gt;
</description>
		<content:encoded><![CDATA[<p>Usually reverse count for loops are necessary if you&#8217;re going to be splicing indices as you go along. I&#8217;m pretty sure there&#8217;s no specific reason why it is reversed here though.</p>]]></content:encoded>
	</item>
	<item>
		<title>By: Nick Wiggill</title>
		<link>http://www.gamepoetry.com/blog/2008/05/16/an-entity-framework-for-games/comment-page-1/#comment-676</link>
		<dc:creator>Nick Wiggill</dc:creator>
		<pubDate>Wed, 11 Feb 2009 12:55:32 +0000</pubDate>
		<guid isPermaLink="false">http://www.gamepoetry.com/wpress/2008/05/16/an-entity-framework-for-games/#comment-676</guid>
		<description>&lt;p&gt;Hi,&lt;/p&gt;

&lt;p&gt;A quick question on your EntityContainer::tick() method:&lt;/p&gt;

&lt;pre&gt;&lt;code&gt;public function tick( a_deltaTime : Number ) : void
{       
    var entityCount : int = m_entities.length;
    for( var entityIndex : int = entityCount - 1; entityIndex &gt;= 0; entityIndex-- )
    {
        var entity : IEntity = m_entities[ entityIndex ];
        entity.tick( a_deltaTime );
    }

    processAddAndRemoves();
}
&lt;/code&gt;&lt;/pre&gt;

&lt;p&gt;Why have you used a reverse count to iterate through entities to tick()?&lt;/p&gt;

&lt;p&gt;Thanks,&lt;/p&gt;

&lt;p&gt;-Nick&lt;/p&gt;
</description>
		<content:encoded><![CDATA[<p>Hi,</p>

<p>A quick question on your EntityContainer::tick() method:</p>

<pre><code>public function tick( a_deltaTime : Number ) : void
{       
    var entityCount : int = m_entities.length;
    for( var entityIndex : int = entityCount - 1; entityIndex &gt;= 0; entityIndex-- )
    {
        var entity : IEntity = m_entities[ entityIndex ];
        entity.tick( a_deltaTime );
    }

    processAddAndRemoves();
}
</code></pre>

<p>Why have you used a reverse count to iterate through entities to tick()?</p>

<p>Thanks,</p>

<p>-Nick</p>]]></content:encoded>
	</item>
	<item>
		<title>By: Visual Harmonics &#187; Post Topic &#187; Managing entities effectively in Flash games</title>
		<link>http://www.gamepoetry.com/blog/2008/05/16/an-entity-framework-for-games/comment-page-1/#comment-38</link>
		<dc:creator>Visual Harmonics &#187; Post Topic &#187; Managing entities effectively in Flash games</dc:creator>
		<pubDate>Fri, 03 Oct 2008 20:14:26 +0000</pubDate>
		<guid isPermaLink="false">http://www.gamepoetry.com/wpress/2008/05/16/an-entity-framework-for-games/#comment-38</guid>
		<description>&lt;p&gt;[...] some Very Relevant Information for those serious about maintainable game code: Game Poetry. (Quality articles all round over there, I may have to add this one to the [...]&lt;/p&gt;
</description>
		<content:encoded><![CDATA[<p>[...] some Very Relevant Information for those serious about maintainable game code: Game Poetry. (Quality articles all round over there, I may have to add this one to the [...]</p>]]></content:encoded>
	</item>
	<item>
		<title>By: as3gaming &#187; Blog Archive &#187; gamepoetry - An Entity Framework for Games</title>
		<link>http://www.gamepoetry.com/blog/2008/05/16/an-entity-framework-for-games/comment-page-1/#comment-37</link>
		<dc:creator>as3gaming &#187; Blog Archive &#187; gamepoetry - An Entity Framework for Games</dc:creator>
		<pubDate>Fri, 16 May 2008 18:23:38 +0000</pubDate>
		<guid isPermaLink="false">http://www.gamepoetry.com/wpress/2008/05/16/an-entity-framework-for-games/#comment-37</guid>
		<description>&lt;p&gt;[...] over at gamepoetry.com just posted an article about Entity Frameworks for Games.  From the article: Very few games can escape the need for an Entity framework. An Entity [...]&lt;/p&gt;
</description>
		<content:encoded><![CDATA[<p>[...] over at gamepoetry.com just posted an article about Entity Frameworks for Games.  From the article: Very few games can escape the need for an Entity framework. An Entity [...]</p>]]></content:encoded>
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