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0 votes
1 answer
116 views

How to design a system that allows for custom equations of movement?

I'm developing a top-down shooter and I currently have a PhysicsSystem which operates on TransformComponents. Basically, it ...
Ryan Peschel's user avatar
2 votes
1 answer
871 views

Is it better design to store event effects within an Entity itself, or within a system?

I'm developing a 2D roguelike with an Entity Component System (ECS) and I've been struggling with this question a lot the past week. For example, let's say you have various effects that occur when an ...
Ryan Peschel's user avatar
0 votes
1 answer
342 views

How to decide whether a Buff should be a component or a Buff object in an ECS?

I'm developing a top-down 2D game in Javascript using an Entity-Component-System architecture and I'm struggling with the question of exactly how to implement temporary buffs / permanent passives. For ...
Ryan Peschel's user avatar
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
2 votes
0 answers
1k views

Idle game: calculating resource generation/consumption

I'm making an idle game in the vein of Melvor Idle and I've run into a problem calculating the yield and consumption of resources while the user is away. For those who don't know, many idle games have ...
RoboticWater's user avatar
0 votes
1 answer
3k views

Tips on how to architect your JavaScript game with classes

OK, so I'm creating a <canvas> game using JavaScript (ES6+) features like Classes. It's straight from the vue-cli and <...
Dan's user avatar
  • 3
0 votes
1 answer
135 views

design / data structures

I'm working on a game which I'm writing in Javascript and then porting to iOS/Android via phonegap/cordova. For the most part, I understand how to code and how to get what I want to happen, BUT I ...
RenaissanceProgrammer's user avatar
0 votes
1 answer
234 views

Efficient way to store entities in javascript

I am trying to design a game from strach with Javascript. It's a 2D game (a kind of Zelda on old devices). I am trying to find an efficient way to store my data because I know I will have to face ...
Apolo's user avatar
  • 183
2 votes
1 answer
3k views

How should I efficiently clear and redraw my canvas with lots of animated sprites?

My current solution is to clear the entire canvas and redraw all sprites on every requestFrame(). This works but feels inefficient: I only need to clear the part of the canvas made invalid by ...
Mark's user avatar
  • 123
0 votes
1 answer
101 views

Application components dependancy and decoupling

In my client application I have two major components: GameCore - wrapper that handles everything about running the actual game NetworkClient - A layer that takes care of communicating(receiving/...
luleksde's user avatar
  • 177
5 votes
1 answer
567 views

City/Nation Builder - Unlocking game elements over time

Current Git (Needs more documentation) Current working prototype to play with (Git code is after a BIG refactor) Background: I'm making a javascript text city/nation builder along the lines of A ...
LastElf's user avatar
  • 51
7 votes
2 answers
1k views

Capitalizing on JavaScript's prototypal inheritance

JavaScript has a class-free object system in which objects inherit properties directly from other objects. This is really powerful, but it is unfamiliar to classically trained programmers. If you ...
keithjgrant's user avatar