Tagged Questions
1
vote
1answer
98 views
Increasing flexibility of a data passing system in a component based entity system
I'm creating a Component orientated system for a small game I'm developing. The basic structure is as follows: Every object in the game is composed of a "GameEntity"; a container holding a vector of ...
0
votes
1answer
157 views
C++ formatted serialization [closed]
I've decided it's time to implement serialization in my simple engine but this has caused me many headaches for the past couple of days/weeks. My engine uses an entity/component based approach similar ...
1
vote
1answer
286 views
Game-components and memory management
I'm stitching together the workings of a component based game engine, and as such have been deeply reading into many aspects of both game engine architecture and a fair amount of opinionated theory of ...
3
votes
1answer
244 views
Component-based object, traversal?
I'm working on a small C++ component based game engine, as such...
Object Foo might extend GameObject and x number of component interfaces, like Renderable and/or Physical. So let's assume that Foo ...
1
vote
1answer
250 views
Compile-time checking for component-based, data-driven games
This is not a specific question, but rather someone who is looking for opinions about a typical design problem. In a component based data-driven games, I've often seen something similar to the ...
2
votes
3answers
489 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 ...
2
votes
1answer
199 views
Handling game logic events by behavior components
My question continues on topic discussed here
I have tried implementing attribute/behavior design
and here is a quick example demonstrating the issue.
class HealthAttribute : public ActorAttribute
{
...
5
votes
1answer
338 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.
...
9
votes
3answers
1k 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
1answer
279 views
Component Based Design DLL
I'm undecided on a design decision. Now for my game I was thinking on splitting components into separate dlls. This would allow for a more modular approach, especially when in need of updates. On ...
0
votes
1answer
1k 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 ...
4
votes
2answers
1k 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 ...
5
votes
1answer
916 views
Designing generic render/graphics component in C++?
I'm trying to learn more about Component Entity systems. So I decided to write a Tetris clone. I'm using the "style" of component-entity system where the Entity is just a bag of Components, the ...
5
votes
2answers
2k views
C++ entity component system framework [closed]
I have found several entity system frameworks for other languages besides C++, like Ash and Rush for ActionScript and Artemis for Java and C#.
My question is whether there exists a framework like one ...
0
votes
1answer
813 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
0answers
221 views
Suitable in memory storage library to store components for entity systems
I am studying entity indexed components and came up with a naive C++ implementation which just iterates over all entity "hash tables" and applies update/delete/insert functions in place. I'm having ...
4
votes
1answer
554 views
Entity components interaction
I have two components I'd like to connect them to each other.
1. PhysicalComponent - containing rigid body(position, rotation, velocity) and is holding body from physics engine.
2. GraphicsComponent - ...
7
votes
1answer
746 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 ...
0
votes
1answer
474 views
Is an entity/component system appropriate for this geometry handling system?
I'm working on a Component/Entity-System based game engine atm. And I have this little dilemma. I have simple geometrical structures which might be downloaded or created in game at some point.
These ...
24
votes
2answers
6k views
Entity/Component Systems in C++, How do I discover types and construct components?
I'm working on an entity component system in C++ that I hope to follow the style of Artemis (http://piemaster.net/2011/07/entity-component-artemis/) in that components are mostly data bags and it's ...
1
vote
2answers
205 views
Searching a map fewer times
... or better yet, removing the need to search the map altogether.
I'm either looking for suggestions on how to optimize my code, or a change in design.
In my component-based entity system, the ...
8
votes
3answers
3k views
Component entity system - Updates and call orders
In order to get components to be able to update every frame (and leave this functionality out of components that don't need to) I got the idea to make an UpdateComponent component. Other components ...
7
votes
3answers
1k views
Component based entity system API naming problems
My engine uses a component-based entity system internally, and I want to bind it to Lua for scripting.
Now, I want to save people who write scripts for it typing work. In C++, to set the position of ...
14
votes
2answers
4k views
Designing a component based game
I'm writing a shooter (like 1942, classic 2D graphics) and I'd like to use a component based approch. So far I thought about the following design:
Each game element (airship, projectile, powerup, ...
5
votes
1answer
2k views
Entity system in Lua, communication with C++ and level editor. Need advice
I have a 2D basic editor written in Qt, and I'm in the process of adding entities. I want the editor to be able to receive RTTI information from entities to change properties, create some logic being ...
11
votes
1answer
2k views
Register Game Object Components in Game Subsystems? (Component-based Game Object design)
I'm creating a component-based game object system. Some tips:
GameObject is simply a list of Components.
There are GameSubsystems. For example, rendering, physics etc. Each GameSubsystem contains ...