Tagged Questions
1
vote
1answer
89 views
Increasing flexibility of a data passing system in a component based entity system
I'm creating a Component orientated system for a small game I'm developing. The basic structure is as follows: Every object in the game is composed of a "GameEntity"; a container holding a vector of ...
4
votes
2answers
323 views
Component based game engine and dependencies - singletons [closed]
I am thinking about how to create component based game engine.
I understand that all things should be very similar as in Data Oriented Design (each object is a collection of various structures as ...
2
votes
2answers
244 views
How would the entity system handle dependent components?
Currently, I am still learning about entity-component-system, and I have the following question concerning the components.
How would the systems handle dependent components?
For example, In a 2D ...
1
vote
2answers
253 views
Handling movement using an Entity Component-based System Architecture
I have seen various descriptions of how to handle movement in a component-based entity framework. The most common I've stumbled across is the idea of using components called Controller, Physics, ...
5
votes
3answers
599 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 ...
8
votes
4answers
467 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
554 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
544 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
358 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 ...
16
votes
5answers
2k 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
1k 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
2k 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
804 views
Open source component-based game engines? [duplicate]
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 ...
4
votes
1answer
549 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
174 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 ...