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3 votes
1 answer
905 views

Handling multiple input mapped to single in-game controls

I am trying to map multiple input types to single in-game controls using libGDX's InputProcessor and ControllerListener ...
driima's user avatar
  • 995
0 votes
2 answers
473 views

Handling player and AI in a component based structure dynamically?

I'm trying to find a way to allow both input and AI to call actions of an actor in a component based structure for a 2d turn based game. The actions make use of the components. To keep the system ...
Cyborg's user avatar
  • 45
3 votes
1 answer
3k 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 ...
Simon's user avatar
  • 63
1 vote
2 answers
2k 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. ...
Dominik2000's user avatar
3 votes
1 answer
516 views

Handling actions in component based multiplayer game

Please stay with me as I explain my question. I'm creating a multiplayer game. My design pattern follows broadly thoughts described in the post here. The idea is that each actor whether be it a (...
alexg2021's user avatar
  • 161
12 votes
3 answers
14k views

Input handling in component based design

I know this question has been asked several times, but I'm still not sure how to implement input handling in a component based engine. The component based design I used was based on T=Machine's blog ...
Grieverheart's user avatar
  • 1,215
16 votes
2 answers
11k views

Game state and input handling in component-based entity systems

My question is: How can I handle game states in my entity system, without resorting to keeping a stack of game state objects around? So the design of my entity system means that when an entity needs ...
elFarto's user avatar
  • 576
6 votes
2 answers
2k views

How are components properly instantiated and used in XNA 4.0?

I am creating a simple input component to hold on to actions and key states, and a short history of the last ten or so states. The idea is that everything that is interested in input will ask this ...
Christopher Horenstein's user avatar