Dysnomia Games Game design, problem solving, graphics and audio


20 lines of code that will beat A/B testing every time – Steve Hanovs Programming Blog

20 lines of code that will beat A/B testing every time - Steve Hanovs Programming Blog.

I've been pondering similar things in the context of games, namely to have the game adapt to your play style.  This has been attempted many times, some more successful than others, but this simple approach could be useful as a component of a larger system.


Object Models in Component Entity Systems

The main approach I'm currently playing with in Component Entity Systems (CES) is Components systems (ComponentType) handle functionality and instantiation.  Components themselves wrap functionality around data in the ComponentType pool.

The question I'm often asking myself:

are there any advantages to storing all Entity data in one place? (effectively building a custom dynamic object model on top of C++)


Component based Game Entity Systems

I've done a lot of thinking about Entity Systems over the last five years, with literally hundreds of designs and implementations sitting on my hard drive.

It's one of those puzzles I've always enjoyed:

  • it's difficult, and no perfect solution is immediately visible
  • but you can feel that elegance is just beyond your grasp

I've been revisiting old research over the last few days having written a couple more complete testbeds just to see if a couple questionable bottlenecks have been elegantly solved elsewhere - but I need to stop thinking about it for a couple of days, so now I'm going to dump a bunch of links into this post for later perusal.


Concurrency is breaking computer science!

Over the last forty years or so, we've slowly stepped away from the experimental phase of computer programming as more and more opinionated people committed themselves to the task of formalising the approaches.

This has resulted in many wonderful things.

And many long arguments about which brace style is best.

By extension, it's also produced a large quantity of computer science pedants and elitists.   These people are currently having the absolute taking out of their slightly mightier-than-thou step as all the rules they've so carefully memorised get thrown out of the window in preparation for the land of the highly multi-processor computer.

If I gave any impression that I planned on going somewhere with this thought, I apologise.

I was merely going to write that I suspect the Bubble Sort may actually be quite an efficient routine when parallelised.  Is it inherently more parallelisable than other algorithms?


(edit: found this article on Dr Dobbs after a quick poke around)