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 ...

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how to add different class items to the same list C# XNA

I am trying to make a modular ship system, where parts can be added or removed to the ship entity. I am using a class I made called ModuleManager and it has a list of ShipModules. this works fine for ...
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1answer
172 views

Entity/Component System and UI “Entities”

I'm still green to entity/component systems. I find that since I have useful components for drawing sprites (or spritesheets) and handling input (mouse/touch clicks), I naturally want to reuse these ...
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1answer
107 views

Entity Component Systems, Input, and Angry Birds!

I am using Artemis ECS. I have the very basics of a game already. I am now trying to determine how to gracefully handle input and to a lesser extent collisions. Some people say with ECSs, everything ...
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1answer
90 views

Registering and (more importantly) Unregistering with Message Server

I've finally implemented an extendable message class and messageServer class. The message class dynamically assigns a unique static ID to each derived message type (ex. ObjectCreatedMessage might be ...
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1answer
167 views

Need opinions on my component based design [closed]

I have an Entity class and a Component class. The Entity class has a list of attached components, and each component also has a member variable that is a reference to the entity that it is attached to ...
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1answer
225 views

How would one store global context data in an entity component system?

My question is this: How would one store global context data, ie. world data information, current world time, etc in an entity component system? I'm think of working towards building a Dwarf ...
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2answers
173 views

Target a specific Entity in a Component-Entity design

I'm starting to work on a game with Entity-Component Model Architecture (Artemis in C#). I'm beginning with something pretty simple, entities which are living things, with HealthComponent, ...
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0answers
102 views

Component based State machine

I'm trying to implement a flexible state machine in my Unity 3D game to handle weapon states and game state. This one seems a good solution but after a little there are too many classes to work with. ...
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2answers
194 views

Where to put Entity Death Events in a Component/System Design

Entities in my game are nothing more than a collection of components, tied together with an entityID. I have (near) data-only components, and systems that work on the data. One of these components is ...
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1answer
188 views

Should I use an abstract class or function pointer to implement component notifications?

I want to create a component-based game engine with subsystems which do the work, entities which are simply a list of components (plus position and rotation, because every object will have that), and ...
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1answer
132 views

Component-based programming with child objects

I am presently working on a game in Unity3d and have come to a cross road regarding scripting for repetitive child objects. Should these child objects handle its own scripting for best practice? For ...
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2answers
276 views

Entity system game design and input handler

I have started create a lightweight game engine with Ogre and C++. I have a abstract component class and an abstract entity class. #ifndef ENTITY_HPP_ #define ENTITY_HPP_ #include <string> ...
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1answer
201 views

AI of Turn Based game using Entity System approach

I just recently learned about Entity Systems and want to try it out on a real example (I was developing a game recently and want to try to port it over Entity Systems). But I got problem right away. ...
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1answer
111 views

Handling actions in component based multiplayer game

Please stay with me as I explain my question. I'm creating a multiplayer game. My design pattern follows broadly thoughts described in the post here. The idea is that each actor whether be it a ...
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3answers
203 views

How can I achieve strong typing with a component messaging system?

I'm looking at implementing a messaging system in my entity component system. I've deduced that I can use an event / queue for passing messages, but right now, I just use a generic object and cast out ...
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3answers
228 views

Rendering order in an Entity System

Say I use a basic ES approach, and also inside Systems I hold lists of all entities that Systems are required to process. How do I maintain this list of entities in desired rendering order, i.e. for ...
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3answers
698 views

How to avoid “Blob-Systems” in an entity component system?

Currently I am facing the following problem: I am trying to write a pong clone by using an entity component system. I wrote the "framework" all by myself. So there is a class which manages the ...
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0answers
161 views

Component based architecture - Rendering approach?

I'm planning to use a component based architecture for a new 3D game engine I plan to work on, however I don't know how to approach the rendering side of things. I can see two options here: Every ...
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1answer
147 views

Questions about the details of implementing a component-based entity system [closed]

I started reading about component-based entities, and overall it seems like a good idea, but many of it seems to skip over a lot of details and not give many real examples, so there are things that ...
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1answer
224 views

Different kinds of movement in component based entity system

I am writing a pong clone with a component based entity system. But I am having trouble with the different kinds of movement in the game. The problem is the following: My paddles will just move up ...
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1answer
412 views

Tilemap collision in component based entity system

I am trying to set up a collision system for a tilemap in my component based entity system, but having trouble with figuring out how to do so. Currently I have the following approach: My tilemap ...
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2answers
297 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 ...
2
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0answers
48 views

User interaction and Component based architecture [duplicate]

I'm working at my first game and I've decided to build a simple component based engine. I found really useful to work in that way but I still miss some fundamentals probably. Let say that I have a ...
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1answer
123 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 ...
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1answer
240 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 ...
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1answer
175 views

A.I. dependencies based on components

I'm working on a turn based game in Unity. I need to perform field/grid analysis(2D grid) when i'm iterating trough each unit "entity". The A.I. should be able to plan ahead and therefor needs to ...
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62 views

Cocos2d/Box2d Component based entity system

Recently I've read somewhere that it is not a good idea to inherit from CCSprite class when making your game objects. In my CBES each Game Object has : -PhysicsComponent(responsible for updating ...
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Techniques for incorporating physics engines like Box2D into a Component-based Entity System

Currently i'm working with my own physics engine, however given the fact that the emscripten ports have gotten incredibly good, i wanted to try and incorporate Box2D into my entity system for the next ...
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2answers
689 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 ...
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1answer
242 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 ...
5
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0answers
291 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 ...
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3answers
1k 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 ...
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2answers
400 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
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2answers
291 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 ...
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2answers
315 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 ...
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2answers
2k 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 ...
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1answer
236 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 ...
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4answers
364 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 *= ...
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1answer
207 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 ...
2
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4answers
634 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 ...
5
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2answers
838 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 ...
3
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2answers
381 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
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2answers
2k 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 ...
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1answer
315 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 ...
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1answer
165 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 ...
7
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1answer
607 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 ...
3
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1answer
283 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
474 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 ...
5
votes
1answer
593 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
398 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 ...