All Questions
Tagged with architecture component-based
89 questions
12
votes
3
answers
5k
views
What's the appropiate way to achieve composition in Godot?
How?
I think I still don't properly understand how composition in Godot works. So, as far as I know, you 'compose' stuff in Godot, right? Like, if you want to make a rock you create a mesh node with ...
2
votes
1
answer
762
views
Decoupling Components
I am working on my first Tower Defense game and I got stuck with architecture.
I found some past Q&A "Should the entity handle his own movement?", read about Entity Component approach, ...
0
votes
0
answers
126
views
Best architecture for describing interaction between spells
Interactions serve as retroactions. I'm currently looking the best way to describe interactions between different abilities.
For instance, if we take a fire ability and a water one, a lot of different ...
2
votes
1
answer
2k
views
What should be an entity/component, and what shouldn't?
I've recently been reading the book Game Programming Patterns by Bob Nystrom, and one chapter I've found a bit hard to grip is the chapter about the Component pattern.
In the example he uses (which ...
1
vote
1
answer
3k
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Component-based ability system for turn-based rpg
I am trying to make a component-based ability system for my new turn based game that I am working on. I not sure with the architecture and the approach I am following.
So here my idea:
Every Ability ...
0
votes
1
answer
126
views
Should abilities have their state and functionality separated?
I'm developing a top-down game using Javascript and Canvas in an ECS architecture.
I'm wondering, which of these is better from a design / elegance point of view?
Method 1: Combining the ability ...
0
votes
1
answer
544
views
Cannot decide between using a MessageBus and entities for events in my ECS game
For example, let's say that the player walks into an enemy and in response, a chain of events should occur (such as: his score goes up, the enemy dies, a cinematic starts, etc.)
I see two "proper&...
1
vote
0
answers
114
views
Entity Component System: Dependency Between Systems
Inspired by the Entity Component System Architecture, I started to refactor my 2D tiled-based game to follow the rule "favor composition over inheritance".
However, after writing the ...
0
votes
0
answers
65
views
How would I go about creating dynamic weapons using EC architecture?
I currently have a weapon component that contains common functionality across weapons (mainly guns).
...
1
vote
1
answer
209
views
Where should I put units and items in a squad-combat ECS-based game?
So I'm working on a game where squads of varied units would explore, fight, trade and build on an overworld map. Combat would be automated more or less, and happen on the overworld. Basically, ...
2
votes
3
answers
225
views
How do you make sure that a component can be applied to very different entities?
I've been reading about the SOLID principle and component-based game development. Lots of these posts explain it but don't really give examples on it.
For example, in a hypothetical RPG game, say ...
2
votes
1
answer
1k
views
Are references between entities in Entitiy Component System allowed?
I've got a player entiy in my game that can pick up weapons when colliding with item entities. The player can hold and use the weapon in their hand (the weapon sprite is rendered relative to the ...
0
votes
1
answer
104
views
Guidelines for determining what should be a component?
Background:
So I'm developing my first 2d C++ fighting game (for learning purposes) and I have a setup where I have 'components' which are really just data holders with maybe some simple utility ...
0
votes
1
answer
80
views
Changing the current state of an entity in the middle of an update step or wait for the end?
Let's say that I use a behaviour component that holds a function call to be called every update step assigned to an entity. Inside that function call I'm changing the active state for the entity to ...
6
votes
1
answer
6k
views
A more data oriented design approach to Entity Component System game engine
I'm creating my first c++ game engine project (for learning purposes) and in it I've attempted to implement an entity/component system utilizing some data oriented design principles while also not ...