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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5
votes
2answers
399 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
308 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
435 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
792 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
523 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 ...
17
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 ...
24
votes
3answers
7k 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
2k 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 ...
54
votes
1answer
12k 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 ...
3
votes
2answers
997 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 ...
0
votes
1answer
912 views

Open source component-based game engines? [duplicate]

Possible Duplicate: Are there existing FOSS component-based frameworks? What open source game engines with component-based design of game objects do you know? And which best of them? I mean ...
8
votes
1answer
860 views

Processing component pools problem - Entity Subsystem

Architecture description I'm creating (designing) an entity system and I ran into many problems. I'm trying to keep it Data-Oriented and efficient as much as possible. My components are POD ...
5
votes
1answer
1k views

How would you design components for an entity like this?

This is not a question about how to implement a component based system. I have my own system implemented and working fairly well, just can't figure out a good way to split some entities to fit the ...
3
votes
0answers
310 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
1answer
405 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 ...
4
votes
1answer
710 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 - ...
0
votes
1answer
185 views

Choosing where to put engine elements

I'm working on a few features of a strategy engine I'm making. I'm trying to figure out the best spots to separate the components as either option will provide the same amount of coupling with the ...
6
votes
2answers
600 views

How tightly should I stick to entities in a component based game?

I apologize if the question is a little vague, It was hard to explain it in a short sentence. I'm currently writing a component based game, it's getting along great but I'm starting to wonder how ...
31
votes
2answers
3k views

How to network this entity system?

I have designed an entity system for an FPS. It basically works like this: We have a "world"-object, called GameWorld. This holds an array of GameObject, as well as an array of ComponentManager. ...
13
votes
3answers
4k views

Organizing an entity system with external component managers?

I'm designing a game engine for a top-down multiplayer 2D shooter game, which I want to be reasonably reuseable for other top-down shooter games. At the moment I'm thinking about how something like an ...
1
vote
1answer
532 views

How to determine what animation to render in a component-based system without breaking encapsulation?

In a component based system, how should change the rendering/visual state of an entity such that I know what animation to use, without breaking encapsulation? My guess is that it would have to be ...
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 ...
3
votes
3answers
611 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 ...
4
votes
1answer
389 views

Using heavyweight ORM implementation for light based games

I'm just about to engulf myself in an MVC-based/Component architecture in C#, using MySQL's connector/Net for the data storage, and probably some NHibernate/FluentNHibernate Object-relational-mapping ...
14
votes
6answers
5k views

Game Components, Game Managers and Object Properties

I'm trying to get my head around component based entity design. My first step was to create various components that could be added to an object. For every component type i had a manager, which would ...
0
votes
3answers
192 views

How should I actually enforce the effects of components?

I asked a question about implementing components here: Am I on the right track with this component architecture? But I had more questions I'd like to ask. What's the best way to actually enforce ...
9
votes
1answer
973 views

Am I on the right track with this component architecture?

I've recently decided to revamp my game architecture to get rid of deep class hierarchies and replace them with configurable components. The first hierarchy I'm replacing is the Item hierarchy and I ...
3
votes
3answers
739 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(), ...
2
votes
3answers
458 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. ...
12
votes
5answers
4k views

How to properly handle collision in a component-based game?

Trying to wrap my head around the ways to properly handle collision in a game designed around components. I see many examples have some sort of PhysicsComponent that gets added to the entity's list ...
1
vote
2answers
766 views

Should game services be global? (XNA)

If one wants to use services, they can use the ones built in to XNA (Game.Services) and pass around the Game object to everything that needs to either query for a service or add a service. ...
1
vote
1answer
644 views

Is an entity/component system appropriate for this geometry handling system?

I'm working on a Component/Entity-System based game engine atm. And I have this little dilemma. I have simple geometrical structures which might be downloaded or created in game at some point. These ...
34
votes
2answers
13k views

Entity/Component Systems in C++, How do I discover types and construct components?

I'm working on an entity component system in C++ that I hope to follow the style of Artemis (http://piemaster.net/2011/07/entity-component-artemis/) in that components are mostly data bags and it's ...
12
votes
5answers
937 views

Why place entity config outside of scripts?

I've seen a lot of games that define the entity components in script files, but when they configure each entity and specify what components it has, they use some other file format (like XML). Why do ...
11
votes
4answers
463 views

How forcefully should a single-player engine reject invalid data?

In a single-player game, when trying to build an entity out of components specified in external scripts, what do you think is more desirable to happen when one of the components is ill-formed: ...
1
vote
2answers
223 views

Searching a map fewer times

... or better yet, removing the need to search the map altogether. I'm either looking for suggestions on how to optimize my code, or a change in design. In my component-based entity system, the ...
1
vote
1answer
1k views

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 ...
1
vote
3answers
1k views

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 ...
9
votes
3answers
4k views

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 ...
5
votes
2answers
1k views

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 ...
23
votes
4answers
2k views

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 ...
-7
votes
2answers
709 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 ...
7
votes
3answers
834 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 ...
27
votes
5answers
2k views

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 ...