Tagged Questions
5
votes
1answer
150 views
Dynamic Components
I am attempting to design a component-based architecture that allows Components to be dynamically enabled and disabled, much like the system employed by Unity3D. For example, all Components are ...
10
votes
3answers
497 views
The reasons behind Unity3D engine design (game object/transform component)
I'm trying to understand the reasoning behind Unity3D engine design and this is something I can't get my head around yet: why is transform data stored in a separate component, instead of being a part ...
2
votes
2answers
234 views
How to prioritize related game entity components?
I want to make a game where you have to run over a bunch of zombies with your car. When moving around, the zombies have a few things to take into consideration:
When there's no player around they ...
2
votes
2answers
199 views
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 ...