Tagged Questions
91
votes
1answer
14k views
Role of systems in entity systems architecture
I've been reading a lot about entity components and systems and have thought that the idea of an entity just being an ID is quite interesting.
However I don't know how this completely works with the ...
21
votes
6answers
5k views
What designs are there for a component based entity system that are user friendly but still flexible?
I've been interested in the component based entity system for a while, and read countless articles on it (The Insomiac games, the pretty standard Evolve Your Hierarchy, the T-Machine, Chronoclast ... ...
17
votes
2answers
3k views
How are physics or graphics components typically built in a component-oriented system?
I have spent the last 48 hours reading up on Object Component systems, and feel I am ready enough to start implementing it. I got the base Object and Component classes created, but now that I need to ...
13
votes
6answers
4k views
Game Components, Game Managers and Object Properties
I'm trying to get my head around component based entity design.
My first step was to create various components that could be added to an object. For every component type i had a manager, which would ...
25
votes
5answers
2k views
Doing powerups in a component-based system
I'm just starting really getting my head around component based design. I don't know what the "right" way to do this is.
Here's the scenario. The player can equip a shield. The the shield is drawn ...
19
votes
2answers
2k views
Component-Based System online resources
I've been considering moving to a more component-based approach in my games. Does anyone else have any decent reference material or sample implementations that would help make this transition a little ...
22
votes
4answers
2k views
Appropriate level of granularity for component-based architecture
I'm working on a game with a component-based architecture. An Entity owns a set of Component instances, each of which has a set of Slot instances with which to store, send, and receive values. Factory ...
7
votes
2answers
3k views
Tips for Component Based Entity System message handling
I'm trying to implement a component-based entity system but am a bit confused on how I should handle the messaging. There are two problems I'd like to resolve so I can test the system. Below is the ...
17
votes
4answers
3k views
How to implement behavior in a component-based game architecture?
I am starting to implement player and enemy AI in a game, but I am confused about how to best implement this in a component-based game architecture.
Say I have a following player character that can ...
9
votes
3answers
2k views
Component-based design: handling objects interaction
I'm not sure how exactly objects do things to other objects in a component based design.
Say I have an Obj class. I do:
Obj obj;
obj.add(new Position());
obj.add(new Physics());
How could I then ...
11
votes
4answers
2k views
How can I design an effective game object interaction scheme with a component-based architecture?
This is a design question... I'm sure this could be generalized more, but I'm having a hard time with it. I am wondering about design for game object interactions - here is my example (2D ...
6
votes
4answers
2k views
Retrieving components from game objects (entities)
Using C# and XNA 4, I've made the decision to go for an entity-component based design for my game after reading such posts as this and this, but I'm now struggling to find how to retrieve components ...
7
votes
3answers
2k views
Role of an entity state in a component based system?
Component-based entity systems are all the rage these days; everyone seems to agree they are the way to go, but no one really has a definitive implementation of such a system. I was wondering, what ...
9
votes
1answer
888 views
Am I on the right track with this component architecture?
I've recently decided to revamp my game architecture to get rid of deep class hierarchies and replace them with configurable components. The first hierarchy I'm replacing is the Item hierarchy and I ...
7
votes
2answers
3k views
How to structure game states in an entity/component-based system
I'm making a game designed with the entity-component paradigm that uses systems to communicate between components as explained here. I've reached the point in my development that I need to add game ...
10
votes
5answers
3k views
How to properly handle collision in a component-based game?
Trying to wrap my head around the ways to properly handle collision in a game designed around components.
I see many examples have some sort of PhysicsComponent that gets added to the entity's list ...
5
votes
2answers
1k views
Component based game engine and dependencies - singletons [closed]
I am thinking about how to create component based game engine.
I understand that all things should be very similar as in Data Oriented Design (each object is a collection of various structures as ...
5
votes
6answers
2k views
How to implement a component based system for items in a web game
Reading several other questions and answers on using a component based system to define items I want to use one for the items and spells in a web game written in PHP. I'm just stuck on the ...
1
vote
2answers
690 views
Is there any option other than Component Based for game architecture?
Having read a lot recently on Component Based systems (for games), i find it hard to go back to my earlier state of mind.
If static object hierarchies fail to model "objects with a dynamic set of ...
0
votes
2answers
164 views
Component based architecture: “pure” or some inheritance?
(I asked a similar question, but it had more questions inside it and I feel it wasn't clear enough, so I'm opening a new one).
Until recently I implemented all my games using an inheritance ...