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 ...
1
vote
1answer
44 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
1answer
133 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 ...
1
vote
1answer
165 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 ...
8
votes
2answers
939 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 ...
0
votes
2answers
151 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 ...
1
vote
0answers
43 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 ...
-3
votes
1answer
206 views
Is Minecraft component-based? [closed]
Is Minecraft based on the principle of components? If not, what organizational structure did they use?
I ask because I am beginning to feel like creating an engine arround components is quite frankly ...
5
votes
1answer
195 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 ...
14
votes
4answers
2k views
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 ...
1
vote
1answer
98 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 ...
1
vote
1answer
147 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 ...
0
votes
0answers
48 views
Cocos2d/Box2d Component based entity system
Recently I've read somewhere that it is not a good idea to inherit from CCSprite class when making your game objects. In my CBES each Game Object has :
-PhysicsComponent(responsible for updating ...
4
votes
2answers
361 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
0answers
79 views
Techniques for incorporating physics engines like Box2D into a Component-based Entity System
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 ...
8
votes
3answers
3k 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 ...
9
votes
3answers
2k 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 ...
0
votes
1answer
159 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 ...
4
votes
0answers
163 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 ...
1
vote
1answer
171 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 ...
2
votes
4answers
258 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 *= ...
4
votes
2answers
282 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 ...
3
votes
3answers
453 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 ...
5
votes
2answers
2k 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 ...
0
votes
1answer
243 views
Game component causes game to freeze [closed]
I'm trying to add my camera component to Game1 class' constructor like so:
Camera camera; // from class Camera : GameComponent
....
public Game1()
{
graphics = new ...
2
votes
2answers
249 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
277 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 ...
1
vote
1answer
210 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 ...
1
vote
4answers
399 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 ...
4
votes
2answers
509 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 ...
1
vote
2answers
269 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
2answers
668 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
286 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
153 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 ...
6
votes
1answer
330 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 ...
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)
...
2
votes
2answers
390 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 ...
3
votes
1answer
245 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 ...
5
votes
4answers
656 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 ...
2
votes
3answers
340 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 ...
5
votes
1answer
431 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, ...
1
vote
1answer
251 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 ...
8
votes
4answers
488 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 ...
1
vote
1answer
228 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
225 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. ...
11
votes
4answers
443 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:
...
2
votes
7answers
387 views
is ECS a kind of (or vs) OOP?
Is Entity Component System (ECS) considered a part of OOP or is it a completely different concept?
2
votes
3answers
490 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 ...
13
votes
3answers
2k 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 ...
8
votes
2answers
310 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 ...
2
votes
1answer
199 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
{
...

