So I jumped into libgdx and found it quite easy to use but to be honest I did not really spend any time learning libgdx in the sense of getting a proper feel for it. Often this is the best way to do something figure out if you want to use the library.
Obviously I am going to continue to use libgdx so I thought it would be a good idea to take a step back and learn some of the more basics, that it go back to the libgdx school.
I am only doing 2D at the moment so have taken a brief look at the whole actor and stage thing. I kind of like it but also kind of don't. I am slowly moving towards a more entity based style of game programming so storing the position of things along side their drawable parts feels a little wrong. It may be I decide to go with the flow when I have a little bit more experience. Or use the Stage and Actor classes, along with their UI bits for front end stuff and keep the more entity based stuff for the actual game. I am going to remain flexible here as I just don't have enough experience to decide either way.
I have taken the time to learn the orthogonal camera stuff and get it set up working how I would expect the scaling for the game I am writing to work with different resolution.
Did I mention entity systems? Yes I did, well I wrote one and it felt just a little bit of an overkill. I think I am going to return to a more composition based approach (storing interface pointer inside the entity class) and perhaps push for a more pure entity system at some point in the future. Lots of bloggers seem to call the composition based approach an entity system but I am not really sure you should.
Then again what do I know about these things. Other bloggers say as long as you are doing at least a composition approach you gain much of the flexibly that entity systems give.
Anyway as I figure this out I am sure I will have a few rants posted here.
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