Component-based designs rely on separating the multiple logical attributes of business objects and game objects into small components dedicated only to specific tasks. Whereas game objects are usually modeled to reproduce the attributes and behavior of "real world" objects by aggregating them ...

learn more… | top users | synonyms

2
votes
1answer
336 views

Different kinds of movement in component based entity system

I am writing a pong clone with a component based entity system. But I am having trouble with the different kinds of movement in the game. The problem is the following: My paddles will just move up ...
2
votes
1answer
1k views

Tilemap collision in component based entity system

I am trying to set up a collision system for a tilemap in my component based entity system, but having trouble with figuring out how to do so. Currently I have the following approach: My tilemap ...
1
vote
2answers
526 views

best structure to handle entities in an entity component based game engine

I am trying to develop a 2D entity component based game with multiple layers as tilemaps (front or back from the scene). I currently handle the tilemap layers in a 3 dimension array[z][y][x]. Each ...
2
votes
0answers
50 views

User interaction and Component based architecture [duplicate]

I'm working at my first game and I've decided to build a simple component based engine. I found really useful to work in that way but I still miss some fundamentals probably. Let say that I have a ...
1
vote
1answer
171 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 ...
5
votes
1answer
278 views

Design to handle logic within a state

I am designing a new game and I am trying out the entity-component design where entities are comprised of groups of components holding a bunch of attributes. I also have a stack of 'game states' and ...
1
vote
1answer
220 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
0answers
389 views

Techniques for incorporating physics engines like Box2D into a Component-based Entity System [closed]

Currently i'm working with my own physics engine, however given the fact that the emscripten ports have gotten incredibly good, i wanted to try and incorporate Box2D into my entity system for the next ...
5
votes
2answers
2k views

Component based game engine and dependencies - singletons [closed]

I am thinking about how to create component based game engine. I understand that all things should be very similar as in Data Oriented Design (each object is a collection of various structures as ...
0
votes
1answer
494 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 ...
5
votes
1answer
698 views

Structuring server-side networking with entity-component systems

I've been working on an online game, and recently have been working on converting the base of the game to use the Artemis Entity System Framework. I'm having a bit of difficulty conceptualizing ...
7
votes
3answers
4k 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 ...
8
votes
2answers
1k views

When/where to update components

Instead of my usual inheritance heavy game engines I'm toying with a more component based approach. However I have a hard time justifying where to let the components do their thing. Say I have a ...
2
votes
2answers
388 views

How would the entity system handle dependent components?

Currently, I am still learning about entity-component-system, and I have the following question concerning the components. How would the systems handle dependent components? For example, In a 2D ...
4
votes
2answers
432 views

Game state management: the buck doesn't stop “here” soon enough

I realize there are already many Q&As on this site about GameState/GameScreen management, state machines, state stacks, etc. This question is meant as a follow-up: Suppose hypothetically I ...
12
votes
2answers
4k 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 ...
1
vote
1answer
260 views

How a “view” is handled in an Entity-Component based model?

Coming from an MVC background, I am trying to understand Entity-Component based model. However, i can see description about the use components( data objects ) and entities ( group of different ...
2
votes
4answers
924 views

How can I have parent-child transform in a component system?

Before when using inheritance, I could draw all my objects using this recursive function: void Object::innerDraw(sf::RenderTarget& target, sf::RenderStates states) { states.transform *= ...
1
vote
1answer
320 views

Server architecture software side

I'm making a game some like Terraria. I have a couple of prototypes, but most of them use a "entity-component-system"(ESC) and some custom terrain implementation. Now I've reached the part where I ...
3
votes
5answers
1k views

How should IDs be assigned in an entity component system?

I haven't actually implemented this system yet. I'm trying to work through the major conceptual hurdles before I actually start writing code, and the proper way to generate IDs is a little confusing ...
5
votes
2answers
2k views

Entity Component System: Retrieving components quickly [duplicate]

Possible Duplicate: Retrieving components from game objects (entities) I'm working on an entity-component-system game at the moment. I've looked in particular at the Artemis framework and a ...
3
votes
2answers
712 views

Handling movement using an Entity Component-based System Architecture

I have seen various descriptions of how to handle movement in a component-based entity framework. The most common I've stumbled across is the idea of using components called Controller, Physics, ...
7
votes
2answers
4k views

Tips for Component Based Entity System message handling

I'm trying to implement a component-based entity system but am a bit confused on how I should handle the messaging. There are two problems I'd like to resolve so I can test the system. Below is the ...
1
vote
1answer
497 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 ...
0
votes
1answer
177 views

Where can I find an open source component-based game? [closed]

Check that link: Evolve Your Hierarchy I'm interested in that kind of game development, and the theory looks nice! But I want taking a look in the source code of some game developed following that ...
9
votes
1answer
2k views

How to handle materials in an Entity/Component system

My E/C implementation is the basic one where Entities are just ID's, Components are data and Systems act on the Data. Right now I'm having trouble with object materials and rendering in general. For ...
3
votes
1answer
425 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 ...
2
votes
2answers
715 views

In an Entity-Component System, how to represent the world/level/gameboard?

I am trying to learn more about Entity-Component Systems, and something that kinda stuck out at me was the question of how to represent the world in such a system? More specifically, I'm trying to do ...
6
votes
1answer
1k views

Component/Entity-based design + Behavior Trees => how to integrate?

For my current project I implemented a component/entity-based system, basically following most of the best-practice there is in this rather undefined area. So I got (slightly extended) Entities, ...
2
votes
3answers
640 views

Component / Entity-based design => no inheritance at all?

[I understand that this this could be seen as a rather theoretical question, but I think it has real-application impact]. "Academic" base With a component-based design one wants to get rid of the ...
6
votes
4answers
3k views

Retrieving components from game objects (entities)

Using C# and XNA 4, I've made the decision to go for an entity-component based design for my game after reading such posts as this and this, but I'm now struggling to find how to retrieve components ...
1
vote
1answer
365 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 ...
1
vote
1answer
383 views

Bullets and projectiles in component based entity systems

Currently one of my games engines written for a shooter seems to work correctly. Currently projectiles are sparse, travel quite slowly and are synced over network they are generated as entities. ...
3
votes
4answers
279 views

Reusing entities across screens: game data vs. object modelling

I'm working on a 2D RPG. I currently have a MainWorldScreen which has a Player entity, and some MapObjects that he can collide against. The player has a few components (sprite, keyboard input) etc. ...
2
votes
7answers
881 views

is ECS a kind of (or vs) OOP? [closed]

Is Entity Component System (ECS) considered a part of OOP or is it a completely different concept?
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
338 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 { ...
6
votes
1answer
535 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. ...
8
votes
2answers
636 views

Many sources of movement in an entity system

I'm fairly new to the idea of entity systems, having read a bunch of stuff (most usefully, this great blog and this answer). Though I'm having a little trouble understanding how something as simple ...
7
votes
1answer
500 views

Entity Type specific updates in entity component system

I am currently familiarizing myself with the entity component paradigm. For an example, take a collision system, that detects if entities collide and if they do let them explode. So the collision ...
1
vote
1answer
698 views

component Initialization in component-based game architectures

I'm develping a 2d game (in XNA) and i've gone slightly towards a component-based approach, where i have a main game object (container) that holds different components. When implementing the needed ...
2
votes
3answers
958 views

Alternatives to Component Based Architecture?

Usually when I develop a game I will use an architecture like what you see below. What other architectures are popular for simple game development? I'm concerned about having a narrow view of what ...
0
votes
2answers
388 views

Load order in XNA?

I am wondering whether the is a mechanism to manually control the call-order of void Game.LoadContent() as it is the case with void Game.Draw(GameTime gt) by setting int ...
3
votes
1answer
521 views

Should components have sub-components in a component-based system like Artemis?

I am designing a game using Artemis, although this is more of philosophical question about component-based design in general. Let's say I have non-primitive data which applies to a given component (a ...
7
votes
3answers
2k views

How to update entity states and animations in a component-based game

I'm trying to design a component-based entity system for learning purposes (and later use on some games) and I'm having some troubles when it comes to updating entity states. I don't want to have an ...
9
votes
2answers
923 views

State changes in entities or components

I'm having some trouble figuring how to deal with state management in my entities. I don't have trouble with Game state management, like pause and menus, since these are not handled as an entity ...
6
votes
6answers
3k views

Logic in Entity Components Systems

I'm making a game that uses an Entity/Component architecture basically a port of Artemis's framework to c++,the problem arises when I try to make a PlayerControllerComponent, my original idea was ...
10
votes
4answers
892 views

How can I use multiple meshes per entity without breaking one component of a single type per entity?

We are just switching from a hierarchy based game engine to a component based game engine. My problem is that when I load a model which has has a hierarchy of meshes and the way I understand is that a ...
5
votes
1answer
268 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 ...
4
votes
3answers
519 views

Getting Started with Component Architecture: DI?

TLDR: if I have entities like Ship and Bullet and components like Positionable and Drawable, should I create interfaces for each component and inject them into my entities using DI, or should I be ...