This is not a question about how to implement a component based system. I have my own system implemented and working fairly well, just can't figure out a good way to split some entities to fit the ...
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(), ...
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 ...
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 ...