Tagged Questions
3
votes
1answer
322 views
How a “Collision System” should be implemented?
My game is written using a entity system approach using Artemis Framework. Right know my collision detection is called from the Movement System but i'm wondering if it's a proper way to do collision ...
4
votes
3answers
540 views
Composition heavy OOP vs pure entity component systems? [closed]
I admit, I have made the sin of overusing, and even abusing inheritance. The first (text) game project that I made when I was taking my OOP course went as far as "Locked door" and "unlocked door" from ...
2
votes
1answer
893 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 ...
5
votes
4answers
578 views
Drawbacks of using reflection for a component based system at loading-time
I'm coding a little casual game in Java using Slick2D.
This game use a lot of different "objects", managed in a composite way. So, firearms, furniture in the map, NPC and player character will be ...