Tagged Questions
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0
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0answers
103 views
artemis entity system framework questions (All about FRP)
I'm integrating artemis entity system in my IOS engine. Everything is working nicely but there are some tasks that I'm finding difficult to achieve.
Artemis works around components and systems. ...
2
votes
2answers
241 views
Functional reactive programming (FRP) in games. Some doubts and thoughts
These days I'm doing some research on Component based entity systems. I had a first aproximation using a blackboard pattern at Entity level and components sharing this blackboard to do communication.
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3
votes
2answers
168 views
How to place objects/entities randomly in JS?
I'm making a game and I have a script (running it with Node) on the server that currently just randomly places things on the map... I'd like to change that. I saw something about Perlin noise but I'm ...
0
votes
2answers
130 views
Entity manager loop opinions
This days I'm refactoring code and one of the things I want to improve is my entity manager code. More precisely, the update funcion where entities are updated. My engine is a 2D tile based engine ...
3
votes
2answers
173 views
Organizing an entity system with external component managers?
I'm designing a game engine for a top-down multiplayer 2D shooter game, which I want to be reasonably reuseable for other top-down shooter games. At the moment I'm thinking about how something like an ...
1
vote
1answer
96 views
How to determine what animation to render in a component-based system without breaking encapsulation?
In a component based system, how should change the rendering/visual state of an entity such that I know what animation to use, without breaking encapsulation?
My guess is that it would have to be ...
2
votes
3answers
189 views
Need some advice on designing components
So after reading about components for a bit I want to make a very simple spaceshooter game that uses components and systems. However, I'm a bit confused on how much scope each component should have. ...
9
votes
4answers
215 views
How can I assign entity IDs in a robust way in a network game?
I'm working on an entity system for a networked game and I'm assigning each entity a unique 32-bit integer id that I can use to serialize references to entities and the entities themselves.
Currently ...
0
votes
1answer
216 views
Is an entity/component system appropriate for this geometry handling system?
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 ...
1
vote
3answers
300 views
Question about “Entity System” design
I am developing a top down 'thing' in SFML and C++ and was wondering about how best to handle so called Entities in my game.
An entity, for example is defined by me as an object ingame, such as a ...
12
votes
2answers
1k views
Entity/Component Systems in C++, How do I discover types and construct components?
I'm working on an entity component system in C++ that I hope to follow the style of Artemis (http://piemaster.net/2011/07/entity-component-artemis/) in that components are mostly data bags and it's ...
4
votes
2answers
153 views
Storing Entity Meta-Data
The question is about how to handle data about entities, but not particularly useful to the entity itself. An example of such data may be the external script that controls the entity's behavior or the ...
3
votes
1answer
111 views
Entity position: In map or in script?
I'd like to know how others have handled the issue of storing the entity's position. (Or maybe it's not an issue and I just make it too complicated.)
I'm undecided on whether to store the position of ...
9
votes
5answers
313 views
Why place entity config outside of scripts?
I've seen a lot of games that define the entity components in script files, but when they configure each entity and specify what components it has, they use some other file format (like XML). Why do ...
1
vote
2answers
299 views
XNA Entity Component Design: Lost on how to include Sprite Animation
I've been reading about Entity Component design and thought it's pretty neat.
I've been trying to write a quick 2D engine in XNA.
I think I've laid the proper groundwork for registering and updating ...