Tagged Questions
4
votes
3answers
295 views
How to update entity states and animations in a component-based game
I'm trying to design a component-based entity system for learning purposes (and later use on some games) and I'm having some troubles when it comes to updating entity states.
I don't want to have an ...
6
votes
3answers
321 views
How can I use multiple meshes per entity without breaking one component of a single type per entity?
We are just switching from a hierarchy based game engine to a component based game engine. My problem is that when I load a model which has has a hierarchy of meshes and the way I understand is that a ...
3
votes
2answers
366 views
Can I remove the systems from a component entity system?
After reading a lot about entity/component based engines. I feel like there is no real definition for this kind of engine. Reading this thread: Implementing features in an Entity System and the linked ...
1
vote
2answers
415 views
Is there any option other than Component Based for game architecture?
Having read a lot recently on Component Based systems (for games), i find it hard to go back to my earlier state of mind.
If static object hierarchies fail to model "objects with a dynamic set of ...
2
votes
1answer
302 views
Is my engine concept a good one?
I'm currently writing a generic engine for my incoming games. I have developed few games already but never with the same "base" and my code was/is quite a mess. The idea was to create an engine that I ...
11
votes
5answers
1k views
Implementing features in an Entity System
After asking two questions on Entity Systems (1, 2), and reading some articles on them, I think that I understand them much better than before.
But, I still have some uncertainties, and mainly they ...
7
votes
3answers
868 views
Why is it a bad idea to store methods in Entities and Components? (Along with some other Entity System questions.)
This is a followup to this question, which I answered, but this one tackles with a much more specific subject.
This answer helped me understand Entity Systems even better than the article.
I've ...
0
votes
5answers
1k views
Need opinions: is it worth making component based entity system? [closed]
I've been reading about component based entity-system for couple days now and I'm not quite sure if it is worth implementing in my next game. I haven't started making the game yet, but I have bunch of ...
0
votes
1answer
650 views
Open source component-based game engines? [closed]
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 ...
3
votes
1answer
431 views
Entity components interaction
I have two components I'd like to connect them to each other.
1. PhysicalComponent - containing rigid body(position, rotation, velocity) and is holding body from physics engine.
2. GraphicsComponent - ...
0
votes
1answer
169 views
Choosing where to put engine elements
I'm working on a few features of a strategy engine I'm making. I'm trying to figure out the best spots to separate the components as either option will provide the same amount of coupling with the ...
12
votes
3answers
1k 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 ...
5
votes
4answers
714 views
MVC or Components, or both?
I'm an experienced developer but recently I've been wanting to get into game programming but as you know game development is an entirely different beast from most other forms of programming (perhaps ...
5
votes
3answers
745 views
Managing game objects/components
Good day everyone,
By far the biggest problem that has always dawned on my when programming games is how to structure my code. It just becomes an incredible mess after a while. The reason for that is ...
3
votes
1answer
633 views
Fundamental physics component(s) in component-based game engine
What are the "smallest" physics components in your component-based game engine?
Would it make sense to create something like Positionable, Rotatable, Movable, Collidable and combine them the way you ...
16
votes
2answers
2k views
Component-Based System online resources
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 ...