Tagged Questions
0
votes
2answers
155 views
Hex tile systems and the efficient use of classes
So I've built myself a system of classes for what I think is an efficient way to describe an entity that would live in my game.
Is this an effective approach or am I creating entities that are too ...
2
votes
2answers
124 views
How might I script the creation of CLR objects?
I am looking for a method to script the creation of entities (arrays of components) for delivery through my entity factory, i.e scripted creation of .net objects.
I have looked into Lua but it seems ...
4
votes
2answers
586 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 ...
2
votes
1answer
250 views
High volume sprite management in entity component system
I'm working on an entity-component-system based 2.5d game. That is, entities are groups of components that are processed by systems.
I am having a hard time seeing how a sprite rendering system, that ...
3
votes
1answer
412 views
Why would typeof(T) kill performance?
TLDR: using typeof(T) twice; assigning the value to a variable and reusing that = uber fast (30FPS), actually calling typeof(T) twice = derped (5FPS). Why?
I have a simple entity/component system; ...
2
votes
3answers
1k views
Handling movement in an Entity Component System
I'm working on a 2d RPG game in C# using an Entity-Component-System architecture, and I'm currently working on movement. Right now, I'm wondering how to organise the code so it looks a bit more.. ...
0
votes
1answer
410 views
Initializing entities vs having a constructor parameter
I'm working on a turn-based tile-based puzzle game, and to create new entities, I use this code:
Field.CreateEntity(10, 5, Factory.Player());
This creates a new Player at [10; 5]. I'm using a ...
0
votes
3answers
1k views
Designing an entity system for a tile-based puzzle game
I'm developing a tile-based game creation library in C# and along with it I'm creating a game to test all of its functions.
This is a screenshot of the game:
You've probably never heard of the ...
14
votes
3answers
3k views
How to properly implement message handling in a component based entity system?
I am implementing an entity system variant that has:
An Entity class that is little more than an ID that binds components together
A bunch of component classes that have no "component logic", only ...
7
votes
2answers
869 views
Handling scripted and “native” components in a component-based entity system
I'm currently trying to implement a component-based entity system, where an entity is basically just an ID and some helper methods tying a bunch of components together to form a game object. Some ...
43
votes
1answer
6k views
Using component based entity system practically
Yesterday, I've read a presentation from GDC Canada about Attribute / Behaviour entity system and I think it's pretty great. However, I'm not sure how to use it practially, not just in theory. First ...
4
votes
1answer
645 views
What are the drawbacks of this messaging system implementation?
So I've just been thinking about component and messaging systems recently for simple C# XNA games and came up with this. How extensible would this implementation be and what are the drawbacks? Example ...
2
votes
2answers
649 views
How do I deal with abstracting collision handling code between entities with differing collision components?
I'm using a component based entity design with Components that hold the data and Systems that act on entities based on the components they have. Entities are registered to all systems as they are ...
19
votes
6answers
3k views
What designs are there for a component based entity system that are user friendly but still flexible?
I've been interested in the component based entity system for a while, and read countless articles on it (The Insomiac games, the pretty standard Evolve Your Hierarchy, the T-Machine, Chronoclast ... ...
9
votes
3answers
2k views
Creating Entity as an aggregation
I recently asked about how to separate entities from their behaviour and the main answer linked to this article: http://cowboyprogramming.com/2007/01/05/evolve-your-heirachy/
The ultimate concept ...