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 ...
3
votes
1answer
146 views
Separating components and logic
I've been working on how to build some of my game systems using components and systems. I'm having a little trouble following the approach that components should just be bags of data and systems ...
1
vote
1answer
75 views
Dealing with sprite loading and setting in an entity-component system
I've just started using an entity-component system for the first time and I'm having trouble making some decisions.
Currently I've got a SpriteComponent that holds a sprite, a ...
0
votes
3answers
131 views
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 ...
7
votes
1answer
215 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 ...
1
vote
1answer
147 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 ...
2
votes
1answer
98 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 ...
1
vote
1answer
183 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 ...
6
votes
1answer
243 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 ...
3
votes
2answers
191 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, ...
0
votes
0answers
115 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. ...
5
votes
2answers
208 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 ...
1
vote
1answer
197 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 ...
2
votes
1answer
141 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 ...
1
vote
2answers
313 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>
...
1
vote
1answer
215 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. ...