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) { components.at<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

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