0
votes
2answers
174 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 ...
3
votes
1answer
274 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 ...
4
votes
1answer
287 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
262 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 ...
0
votes
3answers
534 views

Rendering order in an Entity System

Say I use a basic ES approach, and also inside Systems I hold lists of all entities that Systems are required to process. How do I maintain this list of entities in desired rendering order, i.e. for ...
6
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 ...
0
votes
0answers
492 views

Component based architecture - Rendering approach?

I'm planning to use a component based architecture for a new 3D game engine I plan to work on, however I don't know how to approach the rendering side of things. I can see two options here: Every ...
2
votes
1answer
305 views

Different kinds of movement in component based entity system

I am writing a pong clone with a component based entity system. But I am having trouble with the different kinds of movement in the game. The problem is the following: My paddles will just move up ...
2
votes
1answer
960 views

Tilemap collision in component based entity system

I am trying to set up a collision system for a tilemap in my component based entity system, but having trouble with figuring out how to do so. Currently I have the following approach: My tilemap ...
2
votes
0answers
50 views

User interaction and Component based architecture [duplicate]

I'm working at my first game and I've decided to build a simple component based engine. I found really useful to work in that way but I still miss some fundamentals probably. Let say that I have a ...
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 ...
4
votes
2answers
417 views

Game state management: the buck doesn't stop “here” soon enough

I realize there are already many Q&As on this site about GameState/GameScreen management, state machines, state stacks, etc. This question is meant as a follow-up: Suppose hypothetically I ...
1
vote
1answer
290 views

Server architecture software side

I'm making a game some like Terraria. I have a couple of prototypes, but most of them use a "entity-component-system"(ESC) and some custom terrain implementation. Now I've reached the part where I ...
7
votes
2answers
4k 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 ...
2
votes
2answers
651 views

In an Entity-Component System, how to represent the world/level/gameboard?

I am trying to learn more about Entity-Component Systems, and something that kinda stuck out at me was the question of how to represent the world in such a system? More specifically, I'm trying to do ...
2
votes
3answers
565 views

Component / Entity-based design => no inheritance at all?

[I understand that this this could be seen as a rather theoretical question, but I think it has real-application impact]. "Academic" base With a component-based design one wants to get rid of the ...
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 ...
3
votes
3answers
1k views

SceneManagers as systems in entity system or as a core class used by a system?

It seems entity systems are really popular here. Links posted by other users convinced me of the power of such system and I decided to try it. (Well, that and my original code getting messy) In my ...
6
votes
1answer
505 views

Component based design, but components rely on each other

I've begun stabbing at a "Component Based" game system. Basically, each entity holds a list of components to update (and render) I inherit the "Component" class and break each game system into it. ...
8
votes
2answers
603 views

Many sources of movement in an entity system

I'm fairly new to the idea of entity systems, having read a bunch of stuff (most usefully, this great blog and this answer). Though I'm having a little trouble understanding how something as simple ...
3
votes
1answer
478 views

Should components have sub-components in a component-based system like Artemis?

I am designing a game using Artemis, although this is more of philosophical question about component-based design in general. Let's say I have non-primitive data which applies to a given component (a ...
9
votes
4answers
776 views

How can I use multiple meshes per entity without breaking one component of a single type per entity?

We are just switching from a hierarchy based game engine to a component based game engine. My problem is that when I load a model which has has a hierarchy of meshes and the way I understand is that a ...
5
votes
1answer
260 views

Dynamic Components

I am attempting to design a component-based architecture that allows Components to be dynamically enabled and disabled, much like the system employed by Unity3D. For example, all Components are ...
3
votes
2answers
583 views

Adding sub-entities to existing entities. Should it be done in the Entity and Component classes?

I'm in a situation where a player can be given the control of small parts of an entity (i.e. Left missile battery). Therefore I started implementing sub entities as follow. Entities are Objects with ...
11
votes
3answers
2k views

The reasons behind Unity3D engine design (game object/transform component)

I'm trying to understand the reasoning behind Unity3D engine design and this is something I can't get my head around yet: why is transform data stored in a separate component, instead of being a part ...
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 ...
1
vote
2answers
696 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 ...
95
votes
1answer
15k 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 ...
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 ...
2
votes
2answers
243 views

How can I store a set of concrete components and implement “GetComponent<T>()?”

I would like an abstract class, AbstractComponentAggregate, which has many AbstractComponents. Users of my framework will create their components by extending AbstractComponent and appending the ...
0
votes
1answer
2k views

GameObject and Components

I am creating a relatively simple game engine in C++ and Qt. I am using Irrlicht for graphics, and as of now, I will not be using any physics or audio libraries. For time's sake, I am using ...
5
votes
2answers
2k views

What are the disadvantages of using multiple inheritance to implement components?

I've been doing research on component-based game engines and would like to use that model for future game projects. From what I gather, objects in a component-based system are just collections of ...
0
votes
1answer
296 views

How far do I take Composition?

(Although I'm sure this is a common problem I really don't know what to search for. Composition is the only thing I could come up with.) I've read over and over that multiple inheritance and ...
2
votes
1answer
370 views

Attributes and Behaviours in game object design

Recently I have read interesting slides about game object design written by Marcin Chady Theory and Practice of the Game Object Component Architecture. I have prototyped quick sample that utilize all ...
4
votes
1answer
1k views

In a component/entity system, what's the correct way to implement entity-specific components?

I'm trying to create a basic C/E game engine for Android, and I'm trying to re-create pong as a basic warm-up. I currently have a EntityManager class that contains a list of all the UUIDs for its ...
1
vote
5answers
2k views

Need opinions: is it worth making component based entity system? [closed]

I've been reading about component based entity-system for couple days now and I'm not quite sure if it is worth implementing in my next game. I haven't started making the game yet, but I have bunch of ...
8
votes
1answer
774 views

Processing component pools problem - Entity Subsystem

Architecture description I'm creating (designing) an entity system and I ran into many problems. I'm trying to keep it Data-Oriented and efficient as much as possible. My components are POD ...
3
votes
3answers
578 views

State Changes in a Component Based Architecture [closed]

I'm currently working on a game and using the naive component based architecture thingie (Entities are a bag of components, entity.Update() calls Update on each updateable component), while the ...
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 ...
9
votes
1answer
894 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 ...
3
votes
3answers
650 views

Why large builder classes rather than separate clases in component-based entity systems?

I was reading about component-based entity systems and I was wondering why there is usually a large EntityBuilder class with methods like CreatePlayer(), CreateEnemySpaceship(), and CreatePowerup(), ...
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 ...
1
vote
3answers
1k views

XNA Entity Component Design: Lost on how to include Sprite Animation

I've been reading about Entity Component design and thought it's pretty neat. I've been trying to write a quick 2D engine in XNA. I think I've laid the proper groundwork for registering and updating ...
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 ...
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 ...
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 ...
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 ...
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 ... ...
6
votes
4answers
1k views

MVC or Components, or both?

I'm an experienced developer but recently I've been wanting to get into game programming but as you know game development is an entirely different beast from most other forms of programming (perhaps ...
18
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 ...