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 ...
1
vote
0answers
38 views
Communicating with Collision System in ECS
I have read tons of articles and forums threads about ECS but still can't understand how anything in engine should communicate with Collision System. Let's say I have Input System that handle keyboard ...
2
votes
1answer
647 views
Creating a Static function inside my class to handle small housekeeping tasks
I have used Unity 3D for quite some time, and a lot of my game programming experience originates from using UnityEngine.
Writing in XNA, I am setting up a nested list of objects. Each object will be ...
7
votes
2answers
6k 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 ...
18
votes
4answers
4k 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 ...
0
votes
1answer
71 views
How to manage a vector of “Component” base class?
I'm trying to implement a component based design for a game i'm making. I decided to write it in c++ but i'm not very good at it. Coming from a java background I encountered a problem when trying to ...
0
votes
1answer
137 views
How can I handle invulnerability in an entity system?
I currently have an entity component system with messaging. The messages are delivered to each subscriber, but each subscriber gets their own copy, basically meaning that altering a message doesn't ...
-1
votes
2answers
74 views
How to enable and disable scripts on a Game Object?
This worked briefly yesterday, I believe I did something to mess this up. All my inputs that I put in are correct; therefor, it must be the code. I want to switch players. While the red cube's script ...
2
votes
2answers
183 views
How to manage state in a component-based game engine?
I'm working on a small, data-driven game engine with some friends.
We use GameObjects (a.k.a. Entities, Actors, or whatever it is called in your favorite engine) to represent every entity in the ...
4
votes
3answers
156 views
Single Switch Script vs Multiple Scripts
Would it be better to have one script that switches or have multiple scripts with each with their own function?
In example, Lets say I am making a powerup script.
Option 1: Create a single powerup ...
1
vote
1answer
59 views
Unity3D - GameObject as a static function
Newbie Unity3D/C# developer here.
I've tried learning Unity3D during my May/June college vacation and came across a problem:Code 1:
CameraObj returnVoid;
void Start ()
{
returnVoid = ...
1
vote
0answers
180 views
How to architect systems is Enity Component System, in C++ [closed]
When creating an ECS in C++, what are good, simple approaches to architecting the systems.
Should each system be a static function of a dedicated class (is this semantically different than just ...
2
votes
1answer
180 views
Character states in component based entity system
I'm working on a Zelda-like game (github), and I made a component-based entity system.
I've a Scene class which holds a std::vector of SceneObject.
SceneObject is a collection of components
Scene ...
2
votes
1answer
101 views
Unity : callbacks in component based design
I am trying to use component based design in Unity3d v5. If I have 2 separate C# scripts attached to enemy ships like below:
Script1.shipDead() - Remove game object and show explosion animation
...
0
votes
0answers
116 views
Cross component communication -Java
I am making my first simple game engine and decided to go with a ECS (Entity component system) from inspiration from Unity.
I spent quite awhile online trying to figure out how to implement it. I ...
2
votes
1answer
181 views
Client-Server Game Communication (w/ Protobuf, Relevancy and Delta Compression)
So, I have reached another problem while trying to implement my client-server communication. From everything I've read there are three main ways to minimize packet size:
Only send what has changed ...
3
votes
1answer
115 views
Access Entities components via the Entity that holds them, or via a separate System?
Now, I'm implementing a component based game engine and I came to a thought: Which way should I access my components?
Have a list of Entities, which have a list of Components, and access them by ...
1
vote
2answers
594 views
How can I correctly use an unordered_multimap as entity and component storage?
The Setup
I've made a few games (more like animations) using the Object Oriented method with base classes for objects that extend them, and objects that extend those, and found I couldn't wrap my ...
3
votes
2answers
374 views
Implementig State-driven agents in an Entity-Component-System
A state-driven agent is an agent that performs an action based on its current state. The logic can be implemented through the use of a D-FSM that changes state depending on the Agent's "perception" ...
2
votes
4answers
656 views
Executing Components in an Entity Component System
Ok so I am just starting to grasp the whole ECS paradigm right now and I need clarification on a few things. For the record, I am trying to develop a game using C++ and OpenGL and I'm relatively new ...
1
vote
3answers
322 views
Responsibility of rendering in a component/entity game engine
I am developing a simple component/entity game engine in C# (https://github.com/alexvm/BlueShift) and have a few questions regarding the responsibility of certain items in the engine itself. I have ...
1
vote
1answer
88 views
How to deal with tags in a component
I have a component called "ReflectOffCollision". This component should obviously not need to be aware of specific details about the game such as tags. The problem is, I want to apply this script to an ...
2
votes
1answer
447 views
Who Handles Collision in a Component Based Entity System [duplicate]
I kind of stucking at my current plattformer protoype for learning the component based entity system pattern.
I have CollisionComponent and a CollisionSystem. The CollisionSystem checks every frame ...
2
votes
3answers
586 views
How do I define a required component on a Unity game object?
I have a script that expected the game object to have a Terrain component.
Is there an attribute I can add (or some other way) which will prevent a designer from adding my ...
0
votes
0answers
79 views
How do you use Lua with several game objects / components?
I haven't found a lot of information / tutorials on this subject, so I figured I'd ask here.
I would like to use Lua-Alchemy (the Flash port of Lua) to be able to load scripts and run console-like ...
3
votes
1answer
195 views
Trouble Using Component Base Pattern
I am trying to use a component based pattern on my new project. The last projects I did the old fashioned way. Base class and derive from that until your brain hurts. This time I wanted to do it on a ...
0
votes
2answers
1k views
How to cleanly serialize/de serialize a Dictionary whose values are of a derived class using c# newtonsoft json [closed]
I am working on and entity component system and I am storing entities as a JSON file. Components are stored in an entity as a Dictionary of components. I am using newtonsoft's JSON library.
After ...
0
votes
2answers
148 views
Handling differing inventory items on use interactions
Hey there my fellow programmers. Looking for a little input into a potentially smelly code problem (I was about to post this on the Code Review SE, let me know if that's the more proper place).
After ...
2
votes
3answers
125 views
Building a C-E engine in a high level language, how can I integrate optional lower-level components that own overlapping state?
To clarify, by overlapping I do not mean overlapping between said components, but rather, let's say I have:
My entity contains components, and a parent-children system. Call it a mandatory Hierarchy ...
6
votes
3answers
799 views
Entity Component System for HUD and GUI
This is a very rough sketch of how I currently have things designed. It should, at least, give an idea of how my ECS is currently designed.
If you notice in that diagram, I have basically split ...
0
votes
2answers
247 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 ...
3
votes
5answers
2k views
How should IDs be assigned in an entity component system?
I haven't actually implemented this system yet. I'm trying to work through the major conceptual hurdles before I actually start writing code, and the proper way to generate IDs is a little confusing ...
0
votes
2answers
105 views
Gameobject-Component model with many background tiles - long iteration time
So I'm making a game engine for a game I'm making - the game is a 2D tile-based game
I've implemented a gameobject-component style for the engine, for decoupling reasons
However, every frame, the ...
2
votes
2answers
455 views
Entity Component System Coupling
Lately I've been working on a small personal project which is basically an Entity Component System framework with autoupdated Systems.
While I have a pretty good idea on the way the framework should ...
1
vote
1answer
116 views
How can I resolve component types in a way that supports adding new types relatively easily?
I am trying to build an Entity Component System for an interactive application developed using C++ and OpenGL. My question is quite simple. In my GameObject class I have a collection of Components. I ...
0
votes
2answers
170 views
Data oriented design vs visibility
I'm almost sold on the concept of a data oriented engine -- however, one thing still eludes me. If we pack the data from a large level into huge arrays and go over them, any visibility system that we ...
2
votes
1answer
200 views
How should an object that uses composition set its composed components?
After struggling with various problems and reading up on component-based systems and reading Bob Nystrom's excellent book "Game Programming Patterns" and in particular the chapter on Components
I ...
2
votes
7answers
1k views
is ECS a kind of (or vs) OOP? [closed]
Is Entity Component System (ECS) considered a part of OOP or is it a completely different concept?
2
votes
2answers
310 views
What are the advantages of having component logic in a “system” versus the component itself?
For the past few days I've been trying to make my first game. I did some research on usual development practices and patterns and I settled on a composition system where the different components ...
0
votes
1answer
138 views
Adding Components (classes) to unordered_map in Entity? (Possible typeid as key issue)
I've got a little test put together that has a couple simple Components that are supposed to be added to an Entity, but the addComponent function isn't working; I think it's got something to do with ...
0
votes
2answers
430 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 ...
9
votes
2answers
1k 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 ...
2
votes
1answer
217 views
Viewing one of multiple worlds in a component entity system?
I've been working on a space simulation game. The player can control a ship and fly through wormholes to get from one solar system to another. I would like the player to be able to switch the camera ...
5
votes
2answers
2k 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 ...
1
vote
1answer
101 views
Passing a list of existing entities to a new client when using a component system?
My game server uses entities containing components to represent everything in the game world. This has worked great so far but I've run into a problem now that I'm allowing clients to connect to the ...
5
votes
5answers
1k views
How can I efficiently implement a bitmask larger than 64-bits for component existence checks?
In my ECS implementation, I use bit-wise operations (as described and illustrated in this thread) to tell an entity what type of components it currently consists of. So my Entity class has the ...
8
votes
3answers
2k views
How to avoid “Blob-Systems” in an entity component system?
Currently I am facing the following problem:
I am trying to write a pong clone by using an entity component system (ECS). I wrote the "framework" all by myself. So there is a class which manages ...
5
votes
2answers
387 views
How to model interentity membership in entity-component architecture?
I'm falling in love with simple grace of entity-component design, although I still have issues breaking from MVC and OOP practices. Some of my game entities have membership relationships with each ...
1
vote
2answers
1k views
Entity Component System, weapon
I'm new to game programming and currently trying to understand Entity Component System design by implementing simple 2d game. By ECS I mean design, described here for example
In my game I have ...
1
vote
1answer
195 views
Where to put my entity component messaging functionality?
I've done my research and read as many articles and posts on messaging and ECS's as I could find to help me get mine working. However, I'm at a roadblock on how to get my messag functionality to be ...
6
votes
2answers
437 views
Why are entities in a component system composed at run time?
Why are entity component systems the way they are? For example as far as I have seen it may look like this
class Entity
list of components
add component
remove component
update ...