The component-based tag has no wiki summary.
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How can I store a set of concrete components and implement “GetComponent<T>()?”
I would like an abstract class, AbstractComponentAggregate, which has many AbstractComponents. Users of my framework will create their components by extending AbstractComponent and appending the ...
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1answer
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GameObject and Components
I am creating a relatively simple game engine in C++ and Qt. I am using Irrlicht for graphics, and as of now, I will not be using any physics or audio libraries. For time's sake, I am using ...
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2answers
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What are the disadvantages of using multiple inheritance to implement components?
I've been doing research on component-based game engines and would like to use that model for future game projects. From what I gather, objects in a component-based system are just collections of ...
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2answers
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Dealing with 2D pixel shaders and SpriteBatches in XNA 4.0 component-object game engine?
I've got a bit of experience with shaders in general, having implemented a couple, very simple, 3D fragment and vertex shaders in OpenGL/WebGL in the past. Currently, I'm working on a 2D game engine ...
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1answer
98 views
How to model interentity membership in entity-component architecture?
I'm falling in love with simple grace of entity-component design, although I still have issues breaking from MVC and OOP practices. Some of my game entities have membership relationships with each ...
2
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1answer
143 views
Designing generic render/graphics component in C++?
I'm trying to learn more about Component Entity systems. So I decided to write a Tetris clone. I'm using the "style" of component-entity system where the Entity is just a bag of Components, the ...
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1answer
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How do I communicate with an IronPython component in a C#/XNA game?
My XNA game is component-oriented, and has various components for position, physics representation, rendering, etc, all of which extend a base Component class. The player and enemies also have ...
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1answer
144 views
How far do I take Composition?
(Although I'm sure this is a common problem I really don't know what to search for. Composition is the only thing I could come up with.)
I've read over and over that multiple inheritance and ...
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1answer
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Attributes and Behaviours in game object design
Recently I have read interesting slides about game object design written by Marcin Chady Theory and Practice of the Game Object Component Architecture. I have prototyped quick sample that utilize all ...
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1answer
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Bejeweled-like game, managing different gem/powerup behaviors?
In general, what I am asking is, given any game where a game element can look/behave/affect-other-elements one way under one set of conditions, and look/behave/affect-other-elements a different way ...
3
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1answer
155 views
Components in a client/server network game?
Behavior and logic are executed on the server. The clients are mostly for rendering, audio, and gathering input.
It looks as though most of the a components architecture benefits are only realized ...
3
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1answer
334 views
C++ entity component system framework
Before I get reprimanded, I have seen the other questions regarding entity systems. None of them answer my specific question.
I have found several entity system frameworks for other languages besides ...
2
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1answer
333 views
In a component/entity system, what's the correct way to implement entity-specific components?
I'm trying to create a basic C/E game engine for Android, and I'm trying to re-create pong as a basic warm-up. I currently have a EntityManager class that contains a list of all the UUIDs for its ...
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3answers
356 views
How to wire finite state machine into component-based architecture?
State machines seem to cause harmful dependencies in component-based architectures.
How, specifically, is communication handled between a state machine and the components that carry out state-related ...
8
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1answer
580 views
How to properly implement message handling in a component based entity system?
I am implementing an entity system variant that has:
An Entity class that is little more than an ID that binds components together
A bunch of component classes that have no "component logic", only ...