2
votes
1answer
109 views

Executing Components in an Entity Component System

Ok so I am just starting to grasp the whole ECS paradigm right now and I need clarification on a few things. For the record, I am trying to develop a game using C++ and OpenGL and I'm relatively new ...
2
votes
1answer
192 views

Component-based programming with child objects

I am presently working on a game in Unity3d and have come to a cross road regarding scripting for repetitive child objects. Should these child objects handle its own scripting for best practice? For ...
1
vote
1answer
209 views

A.I. dependencies based on components

I'm working on a turn based game in Unity. I need to perform field/grid analysis(2D grid) when i'm iterating trough each unit "entity". The A.I. should be able to plan ahead and therefor needs to ...
5
votes
1answer
261 views

Dynamic Components

I am attempting to design a component-based architecture that allows Components to be dynamically enabled and disabled, much like the system employed by Unity3D. For example, all Components are ...
11
votes
3answers
2k views

The reasons behind Unity3D engine design (game object/transform component)

I'm trying to understand the reasoning behind Unity3D engine design and this is something I can't get my head around yet: why is transform data stored in a separate component, instead of being a part ...
2
votes
2answers
343 views

How to prioritize related game entity components?

I want to make a game where you have to run over a bunch of zombies with your car. When moving around, the zombies have a few things to take into consideration: When there's no player around they ...
2
votes
2answers
243 views

How can I store a set of concrete components and implement “GetComponent<T>()?”

I would like an abstract class, AbstractComponentAggregate, which has many AbstractComponents. Users of my framework will create their components by extending AbstractComponent and appending the ...