Tagged Questions
5
votes
1answer
183 views
Design to handle logic within a state
I am designing a new game and I am trying out the entity-component design where entities are comprised of groups of components holding a bunch of attributes. I also have a stack of 'game states' and ...
7
votes
2answers
752 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 ...
5
votes
3answers
591 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 ...
4
votes
2answers
1k views
How to structure game states in an entity/component-based system
I'm making a game designed with the entity-component paradigm that uses systems to communicate between components as explained here. I've reached the point in my development that I need to add game ...
1
vote
2answers
329 views
How granular should entity states be?
I'm writing a component-based entity system and one of the components is the entity's state, which dictates how it reacts to game events. In case anyone has experience with implementing states, how ...
4
votes
1answer
310 views
A few questions about entity states
This is the first time I'm trying to make a 2D game, so I'm having quite a few difficulties in getting things right. Right now I'm trying to figure out exactly how the entity state machine should ...