My systems work on components without needing to now anything about entities. I want to implement simple grid partitioning, so each entity will be given a cell based on its current position. But how ...
I am writing a platform game using an entity-component system. Entity-World collisions are robust and work very well, and I'm now working on collisions between entities. Just to be clear, in my code ...
I've reading some articles about collision detection. My question here is about ideas on the design for it. Baically I have a C++ game that has a main loop with entities with an update method. Based ...
I'm writing my own game engine for learning purposes and was wondering about common ways to handle collision callbacks/responses. I'm NOT looking for ways to resolve collisions (no math needed here), ...
How do you usually solve collisions between entities and the ground? Sending collision events hardly seems appropriate since almost everything touches the ground at almost all points in time. Calling ...