1
vote
1answer
459 views

Entity Component Systems, Input, and Angry Birds!

I am using Artemis ECS. I have the very basics of a game already. I am now trying to determine how to gracefully handle input and to a lesser extent collisions. Some people say with ECSs, everything ...
1
vote
2answers
606 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> ...
3
votes
1answer
177 views

Handling actions in component based multiplayer game

Please stay with me as I explain my question. I'm creating a multiplayer game. My design pattern follows broadly thoughts described in the post here. The idea is that each actor whether be it a ...
7
votes
3answers
2k views

Input handling in component based design

I know this question has been asked several times, but I'm still not sure how to implement input handling in a component based engine. The component based design I used was based on T=Machine's blog ...
11
votes
2answers
3k views

Game state and input handling in component-based entity systems

My question is: How can I handle game states in my entity system, without resorting to keeping a stack of game state objects around? So the design of my entity system means that when an entity needs ...
6
votes
2answers
2k views

How are components properly instantiated and used in XNA 4.0?

I am creating a simple input component to hold on to actions and key states, and a short history of the last ten or so states. The idea is that everything that is interested in input will ask this ...