0
votes
3answers
776 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 ...
3
votes
2answers
253 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, ...
6
votes
2answers
285 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 ...
5
votes
2answers
1k views

Entity Component System: Retrieving components quickly [duplicate]

Possible Duplicate: Retrieving components from game objects (entities) I'm working on an entity-component-system game at the moment. I've looked in particular at the Artemis framework and a ...
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 ...
0
votes
2answers
341 views

Load order in XNA?

I am wondering whether the is a mechanism to manually control the call-order of void Game.LoadContent() as it is the case with void Game.Draw(GameTime gt) by setting int ...
2
votes
2answers
1k views

Dealing with 2D pixel shaders and SpriteBatches in XNA 4.0 component-object game engine?

I've got a bit of experience with shaders in general, having implemented a couple, very simple, 3D fragment and vertex shaders in OpenGL/WebGL in the past. Currently, I'm working on a 2D game engine ...
7
votes
1answer
1k views

How do I communicate with an IronPython component in a C#/XNA game?

My XNA game is component-oriented, and has various components for position, physics representation, rendering, etc, all of which extend a base Component class. The player and enemies also have ...
21
votes
3answers
5k views

How to properly implement message handling in a component based entity system?

I am implementing an entity system variant that has: An Entity class that is little more than an ID that binds components together A bunch of component classes that have no "component logic", only ...
10
votes
2answers
1k views

Handling scripted and “native” components in a component-based entity system

I'm currently trying to implement a component-based entity system, where an entity is basically just an ID and some helper methods tying a bunch of components together to form a game object. Some ...
49
votes
1answer
9k views

Using component based entity system practically

Yesterday, I've read a presentation from GDC Canada about Attribute / Behaviour entity system and I think it's pretty great. However, I'm not sure how to use it practially, not just in theory. First ...
2
votes
2answers
855 views

How do I deal with abstracting collision handling code between entities with differing collision components?

I'm using a component based entity design with Components that hold the data and Systems that act on entities based on the components they have. Entities are registered to all systems as they are ...
0
votes
1answer
885 views

Open source component-based game engines? [duplicate]

Possible Duplicate: Are there existing FOSS component-based frameworks? What open source game engines with component-based design of game objects do you know? And which best of them? I mean ...
2
votes
1answer
354 views

How do i make player input object spawning data driven?

I'm using component based design and am at the stage or re-factoring simple player input to be data driven. Currently i have a PlayerControlComponent, which an entity has if it should be player ...
3
votes
3answers
642 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
2answers
696 views

Should game services be global? (XNA)

If one wants to use services, they can use the ones built in to XNA (Game.Services) and pass around the Game object to everything that needs to either query for a service or add a service. ...
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 ... ...
9
votes
3answers
2k views

Creating Entity as an aggregation

I recently asked about how to separate entities from their behaviour and the main answer linked to this article: http://cowboyprogramming.com/2007/01/05/evolve-your-heirachy/ The ultimate concept ...
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 ...