Component-based designs rely on separating the multiple logical attributes of business objects and game objects into small components dedicated only to specific tasks. Whereas game objects are usually modeled to reproduce the attributes and behavior of "real world" objects by aggregating them ...
0
votes
1answer
46 views
Grid analysis for various actions defined by rules
I'm working on a turn based game. My world is a 2D grid ( a hexagonal grid to be exact but this is just a detail, it applies to any uniform grid I believe). In this game each unit has a special ...
0
votes
1answer
107 views
C++ formatted serialization [closed]
I've decided it's time to implement serialization in my simple engine but this has caused me many headaches for the past couple of days/weeks. My engine uses an entity/component based approach similar ...
4
votes
0answers
99 views
Structuring server-side networking with entity-component systems
I've been working on an online game, and recently have been working on converting the base of the game to use the Artemis Entity System Framework. I'm having a bit of difficulty conceptualizing ...
3
votes
3answers
268 views
Input handling in component based design
I know this question has been asked several times, but I'm still not sure how to implement input handling in a component based engine.
The component based design I used was based on T=Machine's blog ...
4
votes
2answers
229 views
When/where to update components
Instead of my usual inheritance heavy game engines I'm toying with a more component based approach. However I have a hard time justifying where to let the components do their thing.
Say I have a ...
2
votes
2answers
222 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 ...
4
votes
2answers
252 views
Game state management: the buck doesn't stop “here” soon enough
I realize there are already many Q&As on this site about GameState/GameScreen management, state machines, state stacks, etc. This question is meant as a follow-up:
Suppose hypothetically I ...
7
votes
2answers
582 views
Game state and input handling in component-based entity systems
My question is:
How can I handle game states in my entity system, without resorting to keeping a stack of game state objects around?
So the design of my entity system means that when an entity needs ...
1
vote
1answer
174 views
How a “view” is handled in an Entity-Component based model?
Coming from an MVC background, I am trying to understand Entity-Component based model. However, i can see description about the use components( data objects ) and entities ( group of different ...
2
votes
4answers
223 views
How can I have parent-child transform in a component system?
Before when using inheritance, I could draw all my objects using this recursive function:
void Object::innerDraw(sf::RenderTarget& target, sf::RenderStates states)
{
states.transform *= ...
1
vote
1answer
140 views
Server architecture software side
I'm making a game some like Terraria. I have a couple of prototypes, but most of them use a "entity-component-system"(ESC) and some custom terrain implementation. Now I've reached the part where I ...
1
vote
4answers
330 views
How should IDs be assigned in an entity component system?
I haven't actually implemented this system yet. I'm trying to work through the major conceptual hurdles before I actually start writing code, and the proper way to generate IDs is a little confusing ...
4
votes
2answers
343 views
Entity Component System: Retrieving components quickly [duplicate]
Possible Duplicate:
Retrieving components from game objects (entities)
I'm working on an entity-component-system game at the moment. I've looked in particular at the Artemis framework and a ...
1
vote
2answers
212 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, ...
3
votes
2answers
379 views
Tips for Component Based Entity System message handling
I'm trying to implement a component-based entity system but am a bit confused on how I should handle the messaging. There are two problems I'd like to resolve so I can test the system. Below is the ...
1
vote
1answer
251 views
Game-components and memory management
I'm stitching together the workings of a component based game engine, and as such have been deeply reading into many aspects of both game engine architecture and a fair amount of opinionated theory of ...
0
votes
1answer
137 views
Where can I find an open source component-based game? [closed]
Check that link:
Evolve Your Hierarchy
I'm interested in that kind of game development, and the theory looks nice! But I want taking a look in the source code of some game developed following that ...
6
votes
1answer
255 views
How to handle materials in an Entity/Component system
My E/C implementation is the basic one where Entities are just ID's, Components are data and Systems act on the Data. Right now I'm having trouble with object materials and rendering in general. For ...
2
votes
1answer
196 views
Component-based object, traversal?
I'm working on a small C++ component based game engine, as such...
Object Foo might extend GameObject and x number of component interfaces, like Renderable and/or Physical. So let's assume that Foo ...
2
votes
2answers
319 views
In an Entity-Component System, how to represent the world/level/gameboard?
I am trying to learn more about Entity-Component Systems, and something that kinda stuck out at me was the question of how to represent the world in such a system? More specifically, I'm trying to do ...
4
votes
1answer
293 views
Component/Entity-based design + Behavior Trees => how to integrate?
For my current project I implemented a component/entity-based system, basically following most of the best-practice there is in this rather undefined area.
So I got (slightly extended) Entities, ...
2
votes
3answers
277 views
Component / Entity-based design => no inheritance at all?
[I understand that this this could be seen as a rather theoretical question, but I think it has real-application impact].
"Academic" base
With a component-based design one wants to get rid of the ...
5
votes
4answers
382 views
Retrieving components from game objects (entities)
Using C# and XNA 4, I've made the decision to go for an entity-component based design for my game after reading such posts as this and this, but I'm now struggling to find how to retrieve components ...
1
vote
1answer
226 views
Compile-time checking for component-based, data-driven games
This is not a specific question, but rather someone who is looking for opinions about a typical design problem. In a component based data-driven games, I've often seen something similar to the ...
1
vote
1answer
203 views
Bullets and projectiles in component based entity systems
Currently one of my games engines written for a shooter seems to work correctly.
Currently projectiles are sparse, travel quite slowly and are synced over network they are generated as entities.
...
3
votes
4answers
208 views
Reusing entities across screens: game data vs. object modelling
I'm working on a 2D RPG. I currently have a MainWorldScreen which has a Player entity, and some MapObjects that he can collide against. The player has a few components (sprite, keyboard input) etc. ...
2
votes
7answers
366 views
is ECS a kind of (or vs) OOP?
Is Entity Component System (ECS) considered a part of OOP or is it a completely different concept?
2
votes
3answers
387 views
SceneManagers as systems in entity system or as a core class used by a system?
It seems entity systems are really popular here. Links posted by other users convinced me of the power of such system and I decided to try it. (Well, that and my original code getting messy)
In my ...
2
votes
1answer
159 views
Handling game logic events by behavior components
My question continues on topic discussed here
I have tried implementing attribute/behavior design
and here is a quick example demonstrating the issue.
class HealthAttribute : public ActorAttribute
{
...
4
votes
1answer
291 views
Component based design, but components rely on each other
I've begun stabbing at a "Component Based" game system.
Basically, each entity holds a list of components to update (and render)
I inherit the "Component" class and break each game system into it.
...
8
votes
2answers
265 views
Many sources of movement in an entity system
I'm fairly new to the idea of entity systems, having read a bunch of stuff (most usefully, this great blog and this answer).
Though I'm having a little trouble understanding how something as simple ...
5
votes
1answer
210 views
Entity Type specific updates in entity component system
I am currently familiarizing myself with the entity component paradigm.
For an example, take a collision system, that detects if entities collide and if they do let them explode.
So the collision ...
1
vote
1answer
199 views
component Initialization in component-based game architectures
I'm develping a 2d game (in XNA) and i've gone slightly towards a component-based approach, where i have a main game object (container) that holds different components.
When implementing the needed ...
2
votes
3answers
422 views
Alternatives to Component Based Architecture?
Usually when I develop a game I will use an architecture like what you see below. What other architectures are popular for simple game development? I'm concerned about having a narrow view of what ...
0
votes
2answers
178 views
Load order in XNA?
I am wondering whether the is a mechanism to manually control the call-order of
void Game.LoadContent()
as it is the case with
void Game.Draw(GameTime gt)
by setting
int ...
3
votes
1answer
217 views
Should components have sub-components in a component-based system like Artemis?
I am designing a game using Artemis, although this is more of philosophical question about component-based design in general. Let's say I have non-primitive data which applies to a given component (a ...
4
votes
3answers
495 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
2answers
330 views
State changes in entities or components
I'm having some trouble figuring how to deal with state management in my entities.
I don't have trouble with Game state management, like pause and menus, since these are not handled as an entity ...
6
votes
6answers
2k views
Logic in Entity Components Systems
I'm making a game that uses an Entity/Component architecture basically a port of Artemis's framework to c++,the problem arises when I try to make a PlayerControllerComponent, my original idea was ...
8
votes
4answers
432 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 ...
5
votes
1answer
187 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 ...
4
votes
3answers
353 views
Getting Started with Component Architecture: DI?
TLDR: if I have entities like Ship and Bullet and components like Positionable and Drawable, should I create interfaces for each component and inject them into my entities using DI, or should I be ...
3
votes
2answers
236 views
Adding sub-entities to existing entities. Should it be done in the Entity and Component classes?
I'm in a situation where a player can be given the control of small parts of an entity (i.e. Left missile battery). Therefore I started implementing sub entities as follow.
Entities are Objects with ...
0
votes
1answer
227 views
Game component causes game to freeze [closed]
I'm trying to add my camera component to Game1 class' constructor like so:
Camera camera; // from class Camera : GameComponent
....
public Game1()
{
graphics = new ...
3
votes
2answers
504 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 ...
10
votes
3answers
636 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 ...
8
votes
3answers
899 views
Component-based design: handling objects interaction
I'm not sure how exactly objects do things to other objects in a component based design.
Say I have an Obj class. I do:
Obj obj;
obj.add(new Position());
obj.add(new Physics());
How could I then ...
1
vote
1answer
266 views
Implicity of “Objects” in component based design
For a while, I have mostly been using "standard OOP" (inheritance heavy, tree structure, etc.) styled designs for my Game Development needs. However, for my current project I am trying to shift over ...
4
votes
3answers
768 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 ...
1
vote
2answers
524 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 ...