Is there any way to embed browser component into game for facebook Authentication?

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  • Possible Duplicate: Are there existing FOSS component-based frameworks? What open source game engines with component-based design of game objects do you know? And which best of them? I mean best not in Graphics or Physics, but best in context of Behaviour, Messaging, etc. This question is the result of inspiration by another question Thank you!!!

  • I'm creating a component-based game object system. Some tips: GameObject is simply a list of Components. There are GameSubsystems. For example, rendering, physics etc. Each GameSubsystem contains pointers to some of Components. GameSubsystem is a very powerful and flexible abstraction: it represents any slice (or aspect) of the game world. There is a need in a mechanism of registering... GameSubsystems) can implement registerComponent(Component*). pro. Components and GameSubystems know nothing about each other. con. In C++ it would look like ugly and slow typeid-switch

  • I am studying entity indexed components and came up with a naive C++ implementation which just iterates over all entity "hash tables" and applies update/delete/insert functions in place. I'm having trouble maintaining a logical view of the game world (i.e. updates shouldn't be visible while iterating) and there is no attempt at maintaining spatial or temporal coherence of data. I wonder whether... components total. Or is this even feasible? How much I can accomplish with this approach? In essence I want to be able to do something like this with reasonable efficiency: moving_update(DB

  • I'm writing a shooter (like 1942, classic 2D graphics) and I'd like to use a component based approch. So far I thought about the following design: Each game element (airship, projectile, powerup... remove_component(C* c) {<C>() = 0; } void serialize(filestream, op) { /* Serialize all componets*/ } ... }; std::list<Entity*> entity_list; With this design I can get #1...; }; class Entity { int id; // entity id std::vector<Component*> components; bool has_component() { return components[i] != 0; } template <class C> C* get_component() { return

  • I'm trying to design my game to be component based rather than overly hierarchical. Essentially, every high level object in the game (like gun, or whatever) inherits and implements the interfaces...* . This is the part I really have no idea on. Any advice on solving something like this is appreciated, even if it means some kind of design change on my part. I'm just looking for a clear way on how..., IPhysics, and IRenderable. I then also have a player which inherits from IPlayer, IPhysics, and IRenderable. I need a way so that, when Player and Gun collide, if Player is not currently wielding

  • language, in my case Lua. On the other hand I want to use a component based design for my entities, and here starts my questions: 1) Should I define my componentes in C++? If I do this in C++ won't I...) Where should I place the messaging system for my game engine? Lua? C++? I'm tempted to just have C++ object to behave as servers, offering services to lua business logic. Things like physics system, rendering system, input system, World class, etc... And for all the other things, lua. Creation/Composition of entities based on components, game logic, etc... Could anyone give any insight on how

  • My engine uses a component-based entity system internally, and I want to bind it to Lua for scripting. Now, I want to save people who write scripts for it typing work. In C++, to set the position... any ideas how I could find a better naming scheme for component functions, without risking the scripting comfortability? ... ):SetPos( 123, 456 ) But let's be honest, would you want to type so much just to set an entities' position? I don't think so, that's why I "hid" the component system from Lua: Right now, what you do

  • I'm working on a Component/Entity-System based game engine atm. And I have this little dilemma. I have simple geometrical structures which might be downloaded or created in game at some point. These structures are used to create models that are used in OpenGL and OpenGL ES and then for some collision processing. During dev and Beta I am quite ok with maintaining data copies for the physics... memory and maintain the Component structure. Do I even need a system and components to display and manipulate the structures? Note: This is not a homework. It is more a question of interest to get

  • . This would prevent memory leaks if any of the calls were to throw an exception. However, let's say I want to implement a strong exception guarantee. At the least, I would need to implement a shared... of that wouldn't be justified just so that the a simple CreateEntity function is strongly exception safe. I probably just want the game to display an error and close at that point anyway. How far do you...Every time I consider making my code strongly exception safe, I justify not doing it because it would be so time consuming. Consider this relatively simple snippet: Level::Entity* entity = new Level

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