Tagged Questions
0
votes
2answers
137 views
best structure to handle entities in an entity component based game engine
I am trying to develop a 2D entity component based game with multiple layers as tilemaps (front or back from the scene).
I currently handle the tilemap layers in a 3 dimension array[z][y][x]. Each ...
4
votes
0answers
157 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 ...
2
votes
3answers
483 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 ...
4
votes
3answers
861 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
1k 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
640 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 ...