1
vote
1answer
100 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 ...
0
votes
0answers
148 views

Component Based Entity Design how to handle rendering in tiles

I am testing Component Based Entity System for a text based RPG game (I want to convert it to 2D in the future. this might sound crazy idea but the purpose of this forum isn't about that :) ). I have ...
2
votes
2answers
232 views

Handling cyclic dependencies in entity/components system

I built an rather standard C++ entity/component system (a bit like this one). Components can access other components through their associated Entity. This is usually done by getting some kind of ...
4
votes
1answer
247 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 ...
2
votes
1answer
134 views

Registering and (more importantly) Unregistering with Message Server

I've finally implemented an extendable message class and messageServer class. The message class dynamically assigns a unique static ID to each derived message type (ex. ObjectCreatedMessage might be ...
6
votes
1answer
403 views

How would one store global context data in an entity component system?

My question is this: How would one store global context data, ie. world data information, current world time, etc in an entity component system? I'm think of working towards building a Dwarf ...
1
vote
1answer
222 views

Should I use an abstract class or function pointer to implement component notifications?

I want to create a component-based game engine with subsystems which do the work, entities which are simply a list of components (plus position and rotation, because every object will have that), and ...
1
vote
2answers
600 views

Entity system game design and input handler

I have started create a lightweight game engine with Ogre and C++. I have a abstract component class and an abstract entity class. #ifndef ENTITY_HPP_ #define ENTITY_HPP_ #include <string> ...
1
vote
1answer
147 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
348 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
395 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
355 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
329 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 ...
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 ...
2
votes
1answer
283 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
476 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
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
1answer
322 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
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 ...
6
votes
1answer
1k 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 ...
6
votes
2answers
3k 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
875 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 ...
3
votes
0answers
282 views

Suitable in memory storage library to store components for entity systems [closed]

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
642 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 - ...
9
votes
1answer
868 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
545 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 ...
30
votes
2answers
8k 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
216 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 ...
9
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 ...
15
votes
2answers
5k 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, ...
6
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 ...