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

4
votes
1answer
721 views

Entity components interaction

I have two components I'd like to connect them to each other. 1. PhysicalComponent - containing rigid body(position, rotation, velocity) and is holding body from physics engine. 2. GraphicsComponent - ...
4
votes
2answers
824 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 ...
3
votes
5answers
3k 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 ...
3
votes
3answers
2k views

How do I define a required component on a Unity game object?

I have a script that expected the game object to have a Terrain component. Is there an attribute I can add (or some other way) which will prevent a designer from adding my script/component/...
3
votes
2answers
913 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 ...
3
votes
1answer
330 views

Should I implement Entity Component System in all my projects?

I'm not here to ask for any specific code implementation, I'm here just to make my ideas clearer. But let me explain the situation: I have already developed some little and amatorial game projects (...
3
votes
2answers
500 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 ...
3
votes
2answers
1k 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 ...
3
votes
3answers
622 views

State Changes in a Component Based Architecture [closed]

I'm currently working on a game and using the naive component based architecture thingie (Entities are a bag of components, entity.Update() calls Update on each updateable component), while the ...
3
votes
1answer
2k 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 ...
3
votes
2answers
1k 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, ...
3
votes
1answer
625 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 ...
3
votes
1answer
126 views

Access Entities components via the Entity that holds them, or via a separate System?

Now, I'm implementing a component based game engine and I came to a thought: Which way should I access my components? Have a list of Entities, which have a list of Components, and access them by ...
3
votes
4answers
330 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. ...
3
votes
2answers
269 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 ...
3
votes
3answers
768 views

Why large builder classes rather than separate clases in component-based entity systems?

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(), ...
3
votes
1answer
322 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 (...
3
votes
2answers
935 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
105 views

Reusable component design

I'm working on an engine for my game (in C++). I've done the graphics related stuff and I've started working on UI (user interface). When I was working on buttons I've realized that hardcoding every ...
3
votes
1answer
211 views

Trouble Using Component Base Pattern

I am trying to use a component based pattern on my new project. The last projects I did the old fashioned way. Base class and derive from that until your brain hurts. This time I wanted to do it on a ...
3
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 ...
3
votes
1answer
71 views

How can I facilitate communication between “attack” and “movement” components?

I'm currently programming in Unreal, but this is more of a component oriented design question. I'm trying to follow a component driven aproach, and I have currently achieved creating a movement ...
3
votes
2answers
576 views

Implementig State-driven agents in an Entity-Component-System

A state-driven agent is an agent that performs an action based on its current state. The logic can be implemented through the use of a D-FSM that changes state depending on the Agent's "perception" ...
3
votes
1answer
921 views

Fundamental physics component(s) in component-based game engine

What are the "smallest" physics components in your component-based game engine? Would it make sense to create something like Positionable, Rotatable, Movable, Collidable and combine them the way you ...
3
votes
0answers
313 views

Suitable in memory storage library to store components for entity systems [closed]

I am studying entity indexed components and came up with a naive C++ implementation which just iterates over all entity "hash tables" and applies update/delete/insert functions in place. I'm having ...
2
votes
7answers
2k 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?
2
votes
1answer
777 views

Creating a Static function inside my class to handle small housekeeping tasks

I have used Unity 3D for quite some time, and a lot of my game programming experience originates from using UnityEngine. Writing in XNA, I am setting up a nested list of objects. Each object will be ...
2
votes
3answers
2k 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 ...
2
votes
5answers
3k 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 ...
2
votes
2answers
350 views

How to manage state in a component-based game engine?

I'm working on a small, data-driven game engine with some friends. We use GameObjects (a.k.a. Entities, Actors, or whatever it is called in your favorite engine) to represent every entity in the game....
2
votes
2answers
984 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 ...
2
votes
1answer
497 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 ...
2
votes
3answers
1k views

Rendering order in an Entity System

Say I use a basic ES approach, and also inside Systems I hold lists of all entities that Systems are required to process. How do I maintain this list of entities in desired rendering order, i.e. for ...
2
votes
2answers
338 views

What are the advantages of having component logic in a “system” versus the component itself?

For the past few days I've been trying to make my first game. I did some research on usual development practices and patterns and I settled on a composition system where the different components ...
2
votes
3answers
1k 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 ...
2
votes
1answer
439 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
2answers
148 views

Low performance from unordered_map when accessing elements in member template function in derived class

I'm trying to implement a component based architecture on a game engine project. Each GameObject has an unordered_map that holds a pointer to Component base class. At this point, I only have one ...
2
votes
1answer
901 views

Who Handles Collision in a Component Based Entity System [duplicate]

I kind of stucking at my current plattformer protoype for learning the component based entity system pattern. I have CollisionComponent and a CollisionSystem. The CollisionSystem checks every frame ...
2
votes
1answer
224 views

How should an object that uses composition set its composed components?

After struggling with various problems and reading up on component-based systems and reading Bob Nystrom's excellent book "Game Programming Patterns" and in particular the chapter on Components I ...
2
votes
1answer
285 views

Making more complicated systems(entity-component-system model question)

I'm using a model where entities are collections of components and components are just data. All the logic goes into systems which operate on components. Making basic systems(for Rendering and ...
2
votes
4answers
2k 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 *= ...
2
votes
2answers
569 views

Entity Component System Coupling

Lately I've been working on a small personal project which is basically an Entity Component System framework with autoupdated Systems. While I have a pretty good idea on the way the framework should ...
2
votes
4answers
934 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
2answers
639 views

Handling cyclic dependencies in entity/components system

I built an rather standard C++ entity/component system (a bit like this one). Components can access other components through their associated Entity. This is usually done by getting some kind of ...
2
votes
1answer
544 views

Questions about the details of implementing a component-based entity system [closed]

I started reading about component-based entities, and overall it seems like a good idea, but many of it seems to skip over a lot of details and not give many real examples, so there are things that ...
2
votes
2answers
365 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
1answer
414 views

How do i make player input object spawning data driven?

I'm using component based design and am at the stage or re-factoring simple player input to be data driven. Currently i have a PlayerControlComponent, which an entity has if it should be player ...
2
votes
2answers
3k views

Cocos2d Composition using CCSpriteBatchNode

I'm making a game in objective-c using cocos2d. I have the following: @interface Player : CCNode { CCSprite *mySprite; CCSpriteBatchNode *sceneSpriteBatchNode; //... } @property (...
2
votes
3answers
462 views

Need some advice on designing components

So after reading about components for a bit I want to make a very simple spaceshooter game that uses components and systems. However, I'm a bit confused on how much scope each component should have. ...
2
votes
1answer
245 views

Communicating with Collision System in ECS

I have read tons of articles and forums threads about ECS but still can't understand how anything in engine should communicate with Collision System. Let's say I have Input System that handle keyboard ...