Tagged Questions
Component-based designs rely on composition rather than inheritance.
23
votes
6answers
2k views
Component-based game object systems in practice
Let's see history of success. Which popular games (and game engines) were built using component-based game object system? Each answer should contain:
Game Title (one per answer)
Author / Company
...
16
votes
5answers
652 views
Doing powerups in a component-based system
I'm just starting really getting my head around component based design. I don't know what the "right" way to do this is.
Here's the scenario. The player can equip a shield. The the shield is drawn ...
15
votes
6answers
1k views
What designs are there for a component based entity system that are user friendly but still flexible?
I've been interested in the component based entity system for a while, and read countless articles on it (The Insomiac games, the pretty standard Evolve Your Hierarchy, the T-Machine, Chronoclast ... ...
14
votes
2answers
198 views
How to network this entity system?
I have designed an entity system for an FPS. It basically works like this:
We have a "world"-object, called GameWorld. This holds an array of GameObject, as well as an array of ComponentManager.
...
13
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 ...
13
votes
4answers
885 views
Open source component-based game or engines?
I've read some about component-based game design but am still having some trouble figure out how exactly you'd go about implementing it. Are there any good examples of component-based games or game ...
12
votes
2answers
751 views
How are physics or graphics components typically built in a component-oriented system?
I have spent the last 48 hours reading up on Object Component systems, and feel I am ready enough to start implementing it. I got the base Object and Component classes created, but now that I need to ...
12
votes
6answers
1k views
Would it be better to use XML/JSON/Text or a database to store game content?
I'm considering how to implement a component-based game, as that seems to be the hot thing and I like the idea of such a flexible design. One of the features of such a design is that adding new ...
12
votes
2answers
1k views
Component-Based System Information
I've been considering moving to a more component-based approach in my games. Does anyone else have any decent reference material or sample implementations that would help make this transition a little ...
11
votes
6answers
518 views
Game Components, Game Managers and Object Properties
I'm trying to get my head around component based entity design.
My first step was to create various components that could be added to an object. For every component type i had a manager, which would ...
11
votes
4answers
339 views
How forcefully should a single-player engine reject invalid data?
In a single-player game, when trying to build an entity out of components specified in external scripts, what do you think is more desirable to happen when one of the components is ill-formed:
...
11
votes
4answers
900 views
How to implement behavior in a component-based game architecture?
I am starting to implement player and enemy AI in a game, but I am confused about how to best implement this in a component-based game architecture.
Say I have a following player character that can ...
10
votes
5answers
331 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 ...
10
votes
3answers
477 views
Appropriate level of granularity for component-based architecture
I'm working on a game with a component-based architecture. An Entity owns a set of Component instances, each of which has a set of Slot instances with which to store, send, and receive values. Factory ...
10
votes
1answer
1k views
Register Game Object Components in Game Subsystems? (Component-based Game Object design)
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 ...