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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 ...
YoshGJ's user avatar
  • 535
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, ...
Taras Fityo's user avatar
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 ...
Joe Mom's user avatar
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 ...
JensB's user avatar
  • 157
1 vote
1 answer
3k views

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 ...
Powski's user avatar
  • 13
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 ...
Ryan Peschel's user avatar
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&...
Ryan Peschel's user avatar
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 ...
barak1412's user avatar
  • 111
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). ...
user avatar
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, ...
Hypergardens's user avatar
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 ...
Microseconds's user avatar
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 ...
EchtFettigerKeks's user avatar
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 ...
Jason's user avatar
  • 423
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 ...
FrameBuffer's user avatar
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 ...
Jason's user avatar
  • 423

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