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 ...

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8
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2answers
691 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
566 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
758 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
1k 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
447 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 ...
4
votes
1answer
607 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
1k 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
4k 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
1k 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
275 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
581 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 ...
3
votes
2answers
784 views

Adding sub-entities to existing entities. Should it be done in the Entity and Component classes?

I'm in a situation where a player can be given the control of small parts of an entity (i.e. Left missile battery). Therefore I started implementing sub entities as follow. Entities are Objects with ...
3
votes
2answers
859 views

Can I remove the systems from a component entity system?

After reading a lot about entity/component based engines. I feel like there is no real definition for this kind of engine. Reading this thread: Implementing features in an Entity System and the linked ...
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 ...
9
votes
3answers
3k views

Component-based design: handling objects interaction

I'm not sure how exactly objects do things to other objects in a component based design. Say I have an Obj class. I do: Obj obj; obj.add(new Position()); obj.add(new Physics()); How could I then ...
1
vote
1answer
387 views

Implicity of “Objects” in component based design

For a while, I have mostly been using "standard OOP" (inheritance heavy, tree structure, etc.) styled designs for my Game Development needs. However, for my current project I am trying to shift over ...
11
votes
3answers
4k views

Composition heavy OOP vs pure entity component systems? [closed]

I admit, I have made the sin of overusing, and even abusing inheritance. The first (text) game project that I made when I was taking my OOP course went as far as "Locked door" and "unlocked door" from ...
1
vote
2answers
746 views

Is there any option other than Component Based for game architecture?

Having read a lot recently on Component Based systems (for games), i find it hard to go back to my earlier state of mind. If static object hierarchies fail to model "objects with a dynamic set of ...
2
votes
1answer
475 views

Is my engine concept a good one?

I'm currently writing a generic engine for my incoming games. I have developed few games already but never with the same "base" and my code was/is quite a mess. The idea was to create an engine that I ...
25
votes
5answers
6k views

Implementing features in an Entity System

After asking two questions on Entity Systems (1, 2), and reading some articles on them, I think that I understand them much better than before. But, I still have some uncertainties, and mainly they ...
8
votes
2answers
3k views

Tilemaps in a Entity System Framework?

I have been reading up on Entity System Frameworks specifically Artemis. I am trying to decide if it is right for me. I strictly work on tile based 2d pixel art games, and I don’t think they will ever ...
10
votes
3answers
3k views

Why is it a bad idea to store methods in Entities and Components? (Along with some other Entity System questions.)

This is a followup to this question, which I answered, but this one tackles with a much more specific subject. This answer helped me understand Entity Systems even better than the article. I've ...
9
votes
3answers
5k views

Entity Component System based engine

Note: I'm programming this in Javascript, but it should be language agnostic in the most part. I am thinking about converting my engine to an ECS based one. I get the basic idea (note: this is ...
1
vote
1answer
403 views

Component Based Design DLL

I'm undecided on a design decision. Now for my game I was thinking on splitting components into separate dlls. This would allow for a more modular approach, especially when in need of updates. On ...
24
votes
3answers
6k views

In an Entity-Component-System Engine, How do I deal with groups of dependent entities?

After going over a few game design patterns, I have settle with Entity-Component-System (ES System) for my game engine. I've reading articles (mainly T=Machine) and review some source code and I ...
109
votes
1answer
20k views

Role of systems in entity systems architecture

I've been reading a lot about entity components and systems and have thought that the idea of an entity just being an ID is quite interesting. However I don't know how this completely works with the ...
9
votes
2answers
4k views

How to structure game states in an entity/component-based system

I'm making a game designed with the entity-component paradigm that uses systems to communicate between components as explained here. I've reached the point in my development that I need to add game ...
2
votes
2answers
358 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 ...
6
votes
2answers
872 views

How do I sync entity ids with the server and client?

I'm continuing my experimentation with entity component design by making a multiplayer space/trading/combat game with python and panda3d. My component system is a simple version of java's artimis. The ...
2
votes
2answers
257 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 ...
0
votes
1answer
2k views

GameObject and Components

I am creating a relatively simple game engine in C++ and Qt. I am using Irrlicht for graphics, and as of now, I will not be using any physics or audio libraries. For time's sake, I am using ...
5
votes
2answers
3k views

What are the disadvantages of using multiple inheritance to implement components?

I've been doing research on component-based game engines and would like to use that model for future game projects. From what I gather, objects in a component-based system are just collections of ...
2
votes
2answers
2k views

Dealing with 2D pixel shaders and SpriteBatches in XNA 4.0 component-object game engine?

I've got a bit of experience with shaders in general, having implemented a couple, very simple, 3D fragment and vertex shaders in OpenGL/WebGL in the past. Currently, I'm working on a 2D game engine ...
5
votes
2answers
386 views

How to model interentity membership in entity-component architecture?

I'm falling in love with simple grace of entity-component design, although I still have issues breaking from MVC and OOP practices. Some of my game entities have membership relationships with each ...
6
votes
1answer
2k views

Designing generic render/graphics component in C++?

I'm trying to learn more about Component Entity systems. So I decided to write a Tetris clone. I'm using the "style" of component-entity system where the Entity is just a bag of Components, the ...
8
votes
1answer
1k views

How do I communicate with an IronPython component in a C#/XNA game?

My XNA game is component-oriented, and has various components for position, physics representation, rendering, etc, all of which extend a base Component class. The player and enemies also have ...
0
votes
1answer
306 views

How far do I take Composition?

(Although I'm sure this is a common problem I really don't know what to search for. Composition is the only thing I could come up with.) I've read over and over that multiple inheritance and ...
2
votes
1answer
407 views

Attributes and Behaviours in game object design

Recently I have read interesting slides about game object design written by Marcin Chady Theory and Practice of the Game Object Component Architecture. I have prototyped quick sample that utilize all ...
4
votes
2answers
753 views

Bejeweled-like game, managing different gem/powerup behaviors?

In general, what I am asking is, given any game where a game element can look/behave/affect-other-elements one way under one set of conditions, and look/behave/affect-other-elements a different way ...
4
votes
1answer
484 views

Components in a client/server network game?

Behavior and logic are executed on the server. The clients are mostly for rendering, audio, and gathering input. It looks as though most of the a components architecture benefits are only realized ...
7
votes
2answers
3k views

C++ entity component system framework [closed]

I have found several entity system frameworks for other languages besides C++, like Ash and Rush for ActionScript and Artemis for Java and C#. My question is whether there exists a framework like one ...
4
votes
1answer
2k views

In a component/entity system, what's the correct way to implement entity-specific components?

I'm trying to create a basic C/E game engine for Android, and I'm trying to re-create pong as a basic warm-up. I currently have a EntityManager class that contains a list of all the UUIDs for its ...
15
votes
3answers
5k views

How to wire finite state machine into component-based architecture?

State machines seem to cause harmful dependencies in component-based architectures. How, specifically, is communication handled between a state machine and the components that carry out state-related ...
23
votes
3answers
6k views

How to properly implement message handling in a component based entity system?

I am implementing an entity system variant that has: An Entity class that is little more than an ID that binds components together A bunch of component classes that have no "component logic", only ...
1
vote
3answers
1k views

Component-based Rendering

I have component Renderer, that Draws Texture2D (or sprite) Then I have method OnUpdate, and there should be my rendering code, something like spriteBatch.Draw(Texture, Vector2.Zero, Color.White) ...
10
votes
2answers
1k views

Handling scripted and “native” components in a component-based entity system

I'm currently trying to implement a component-based entity system, where an entity is basically just an ID and some helper methods tying a bunch of components together to form a game object. Some ...
52
votes
1answer
11k views

Using component based entity system practically

Yesterday, I've read a presentation from GDC Canada about Attribute / Behaviour entity system and I think it's pretty great. However, I'm not sure how to use it practially, not just in theory. First ...
2
votes
2answers
945 views

How do I deal with abstracting collision handling code between entities with differing collision components?

I'm using a component based entity design with Components that hold the data and Systems that act on entities based on the components they have. Entities are registered to all systems as they are ...
2
votes
5answers
2k views

Need opinions: is it worth making component based entity system? [closed]

I've been reading about component based entity-system for couple days now and I'm not quite sure if it is worth implementing in my next game. I haven't started making the game yet, but I have bunch of ...