Categories
computer games entity systems games design massively multiplayer networking system architecture

Entity Systems are the future of MMOG development – Part 1

A few years ago, entity systems (or component systems) were a hot topic. In particular, Scott Bilas gave a great GDC talk (http://scottbilas.com/files/2002/gdc_san_jose/game_objects_slides.pdf – updated link thanks to @junkdogAP) on using them in the development of Dungeon Siege. The main advantages to entity systems were:

  • No programmer required for designers to modify game logic
  • Circumvents the “impossible” problem of hard-coding all entity relationships at start of project
  • Allows for easy implementation of game-design ideas that cross-cut traditional OOP objects
  • Much faster compile/test/debug cycles
  • Much more agile way to develop code
Categories
facebook web 2.0

The secret to making successful web 2.0 startups?

The entire switch here is to think of these websites not as collections of features or products, but rather manufactured experiences that are designed to be compelling wastes of peoples’ time ;-) — Andrew Chen

http://andrewchen.typepad.com/andrew_chens_blog/2007/08/reward-schedule.html