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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Some practical issues with component-based game object systems

I am creating my own game engine just for fun and brain development. I have chosen various free and open-source libraries to integrate and now I have come to the engine architecture. I intend to use ...
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3answers
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XNA Entity Component Design: Lost on how to include Sprite Animation

I've been reading about Entity Component design and thought it's pretty neat. I've been trying to write a quick 2D engine in XNA. I think I've laid the proper groundwork for registering and updating ...
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Component entity system - Updates and call orders

In order to get components to be able to update every frame (and leave this functionality out of components that don't need to) I got the idea to make an UpdateComponent component. Other components ...
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2answers
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Checking for Weapon Collision in a 2D overhead RPG game

I'm starting development on a 2D overhead RPG game, and am wondering what the best approach for handling weapon collision and dealing damage to enemies is. I'm currently using a basic ...
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4answers
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Appropriate level of granularity for component-based architecture

I'm working on a game with a component-based architecture. An Entity owns a set of Component instances, each of which has a set of Slot instances with which to store, send, and receive values. Factory ...
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665 views

Component-based entities without IDs?

I'd like to know if someone has found a way to build a component-based entity system in their game(s) without using IDs. I find that IDs tend to do away with one of the major (possible) advantages of ...
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3answers
765 views

Overriding component behavior

I was thinking of how to implement overriding of behaviors in a component based entity system. A concrete example, an entity has a heath component that can be damaged, healed, killed etc. The entity ...
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Doing powerups in a component-based system

I'm just starting really getting my head around component based design. I don't know what the "right" way to do this is. Here's the scenario. The player can equip a shield. The the shield is drawn ...
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How are physics or graphics components typically built in a component-oriented system?

I have spent the last 48 hours reading up on Object Component systems, and feel I am ready enough to start implementing it. I got the base Object and Component classes created, but now that I need to ...
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1answer
250 views

Combination of DLL/Plugins with Object/Components

I worked on a personal game project (learning) for about the last year or so off and on in Ogre3D. Now that I am starting a new project, I want to avoid the Class Heirarchy for objects and having all ...
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Role of an entity state in a component based system?

Component-based entity systems are all the rage these days; everyone seems to agree they are the way to go, but no one really has a definitive implementation of such a system. I was wondering, what ...
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4answers
818 views

Drawbacks of using reflection for a component based system at loading-time

I'm coding a little casual game in Java using Slick2D. This game use a lot of different "objects", managed in a composite way. So, firearms, furniture in the map, NPC and player character will be ...
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Component based game design and sharing mesh data

Lets say you make a game engine, and you have several GameObjects and every GameObject have a list of components that you can add or remove. Lets say there is a MeshComponent who has vertices, ...
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6answers
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What designs are there for a component based entity system that are user friendly but still flexible?

I've been interested in the component based entity system for a while, and read countless articles on it (The Insomiac games, the pretty standard Evolve Your Hierarchy, the T-Machine, Chronoclast ... ...
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3answers
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Component based entity system API naming problems

My engine uses a component-based entity system internally, and I want to bind it to Lua for scripting. Now, I want to save people who write scripts for it typing work. In C++, to set the position of ...
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2answers
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Designing a component based game

I'm writing a shooter (like 1942, classic 2D graphics) and I'd like to use a component based approch. So far I thought about the following design: Each game element (airship, projectile, powerup, ...
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4answers
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MVC or Components, or both?

I'm an experienced developer but recently I've been wanting to get into game programming but as you know game development is an entirely different beast from most other forms of programming (perhaps ...
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2answers
797 views

How to write reuseable components for pygame

Is there a recommended way to write reuseable components for pygame? Simple example would be a FPS counter. Should I write a class which has an init, update and draw method and call them from inside a ...
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3answers
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Using components in the XNA Game State Management example?

In the game state management example at the App Hub, they say that if you want to use components in the example you can extend the GameScreen to host other components inside itself. I'm having a ...
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4answers
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Open source component-based game or engines?

I've read some about component-based game design but am still having some trouble figure out how exactly you'd go about implementing it. Are there any good examples of component-based games or game ...
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3answers
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Managing game objects/components

Good day everyone, By far the biggest problem that has always dawned on my when programming games is how to structure my code. It just becomes an incredible mess after a while. The reason for that is ...
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1answer
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Code Structure / Level Design: Plants vs Zombies game level dissection

I am interested in learning the class structure of Plants vs Zombies, particularly level design; for those who haven't played it - this video contains nice play-through: ...
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4answers
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How to implement behavior in a component-based game architecture?

I am starting to implement player and enemy AI in a game, but I am confused about how to best implement this in a component-based game architecture. Say I have a following player character that can ...
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6answers
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How to implement a component based system for items in a web game

Reading several other questions and answers on using a component based system to define items I want to use one for the items and spells in a web game written in PHP. I'm just stuck on the ...
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Creating Entity as an aggregation

I recently asked about how to separate entities from their behaviour and the main answer linked to this article: http://cowboyprogramming.com/2007/01/05/evolve-your-heirachy/ The ultimate concept ...
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1answer
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Entity system in Lua, communication with C++ and level editor. Need advice

I have a 2D basic editor written in Qt, and I'm in the process of adding entities. I want the editor to be able to receive RTTI information from entities to change properties, create some logic being ...
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1answer
806 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 ...
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4answers
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Are there existing FOSS component-based frameworks?

The component based game programming paradigm is becoming much more popular. I was wondering, are there any projects out there that offer a reusable component framework? In any language, I guess I ...
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6answers
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Would it be better to use XML/JSON/Text or a database to store game content?

I'm considering how to implement a component-based game, as that seems to be the hot thing and I like the idea of such a flexible design. One of the features of such a design is that adding new ...
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6answers
10k views

Component-based game object systems in practice

Let's see history of success. Which popular games (and game engines) were built using component-based game object system? Each answer should contain: Game Title (one per answer) Author / Company ...
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2answers
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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 ...
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1answer
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Register Game Object Components in Game Subsystems? (Component-based Game Object design)

I'm creating a component-based game object system. Some tips: GameObject is simply a list of Components. There are GameSubsystems. For example, rendering, physics etc. Each GameSubsystem contains ...
11
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4answers
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How can I design an effective game object interaction scheme with a component-based architecture?

This is a design question... I'm sure this could be generalized more, but I'm having a hard time with it. I am wondering about design for game object interactions - here is my example (2D ...
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Component-Based System online resources

I've been considering moving to a more component-based approach in my games. Does anyone else have any decent reference material or sample implementations that would help make this transition a little ...