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

0
votes
0answers
21 views

Animations and timed events in a UI

I'm making a GUI framework for my game and I want to add animations. For example when a textbox appears, it can fade in and scale up to size. I want to give the framework user the ability to combine ...
3
votes
1answer
56 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
1answer
616 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 ...
9
votes
2answers
162 views

How can I support component-to-object communication safely and with cache-friendly component storage?

I'm making a game that uses component-based game objects, and I am having a hard time implementing a way for each component to communicate with its game object. Rather than explain everything at once,...
0
votes
1answer
57 views

Component messaging system - using integers vs message objects

I'm currently working on a component based system for my game, and I've decided to use a messaging system to communicate between components. I've read some on the subject and it seems that most people ...
1
vote
1answer
107 views

Handling multiple input mapped to single in-game controls

I am trying to map multiple input types to single in-game controls using libGDX's InputProcessor and ControllerListener interfaces. Currently, I have created a single InputType interface which is ...
2
votes
2answers
151 views

Unity : callbacks in component based design

I am trying to use component based design in Unity3d v5. If I have 2 separate C# scripts attached to enemy ships like below: Script1.shipDead() - Remove game object and show explosion animation ...
1
vote
1answer
169 views

ECS: AI components and systems

I'm trying to find the best design pattern for my AI code using an ECS. Right now the entities that act as CPU-controlled have components like: WeaponComponent ChargeComponent MovementComponent ...
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 ...
1
vote
0answers
63 views

When NOT to use ECS architecture? [closed]

I'm familiar with the notion of entity-component-system architecture, and its advantages over traditional class trees. That being said, are there scenarios where one wouldn't want to use entity-...
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 ...
0
votes
1answer
128 views

Updating a multithreaded Entity-Component-System

I am currently trying to implement an (sort-of) Entity-Component-System. I've got the gist of it, that is, how an ECS is supposed to work. So far i have 4 classes in my design (not yet fully ...
0
votes
1answer
29 views

Issue with Button component

When I add a Button component, it looks like this: Normally, it should look like this: How can I fix this issue?
18
votes
3answers
6k views

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

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 ...
1
vote
0answers
29 views

Custom Scene Component Do Not Register Children

I have made a class that is derived from USceneComponent which contains 4 references for itself and two UStaticMeshComponents. Simply I am trying to make a tree structure. When I first create actor (...
0
votes
1answer
126 views

Transform components in ECS

Many game engines I've seen which are based on an Entity Component System. It has some kind of a Transform Component as a necessary component attached to all of their entities. While this does seem to ...
1
vote
1answer
115 views

Relation between game systems and components in a component-based architecture?

Based on a question I previously asked here regarding to decoupling input from other components of an entity I developed a small component architecture on top of XNA to understand how everything works ...
3
votes
1answer
298 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 (...
4
votes
2answers
377 views

Complex system-component dependencies in entity-component system?

I am trying to design a typical (data-oriented) ECS engine. The issue I am struggling with is that my rendering system have to rely on two different sets of entities to actually do rendering. My ...
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 ...
0
votes
1answer
73 views

ECS: performance of many systems cycling on entities

I have been working with an ECS for my current game and I noticed that I came up with quite a few systems that go over lists of entities that sometimes overlap, so it's not unlikely that I loop on the ...
122
votes
1answer
25k views

What is the role of “systems” in a component-based entity 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 ...
0
votes
1answer
133 views

How to make my components only contain raw data?

I'm reading that Components in ECS are just only data and have no logic. I'm trying to follow this and I got that working: class Sprite : public Component { public: Sprite(const std::string &...
23
votes
7answers
8k views

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 ...
2
votes
2answers
141 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 ...
7
votes
3answers
1k views

Entity Component System for HUD and GUI

This is a very rough sketch of how I currently have things designed. It should, at least, give an idea of how my ECS is currently designed. If you notice in that diagram, I have basically split ...
0
votes
0answers
73 views

Avoiding circular referencing using a Finite State Machine in a Component Based Architecture

While answering this question, I realised I had made the same mistake in my own code for a game I am writing using an Entity-Component System. The problem arose when I decided to use a Finite State ...
7
votes
2answers
361 views

Create entity from template in component-based engine

For my project I would like to use a component-based entities in C++. My current implementation is split to these parts: Systems - Contain a map of components of certain class and operate on these. ...
2
votes
1answer
233 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 ...
2
votes
1answer
774 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 ...
7
votes
2answers
7k 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 ...
19
votes
4answers
5k 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 ...
0
votes
1answer
145 views

How to manage a vector of “Component” base class?

I'm trying to implement a component based design for a game i'm making. I decided to write it in c++ but i'm not very good at it. Coming from a java background I encountered a problem when trying to ...
1
vote
1answer
195 views

How can I handle invulnerability in an entity system?

I currently have an entity component system with messaging. The messages are delivered to each subscriber, but each subscriber gets their own copy, basically meaning that altering a message doesn't ...
-1
votes
2answers
2k views

How to enable and disable scripts on a Game Object?

This worked briefly yesterday, I believe I did something to mess this up. All my inputs that I put in are correct; therefor, it must be the code. I want to switch players. While the red cube's script ...
2
votes
2answers
338 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....
4
votes
3answers
218 views

Single Switch Script vs Multiple Scripts

Would it be better to have one script that switches or have multiple scripts with each with their own function? In example, Lets say I am making a powerup script. Option 1: Create a single powerup ...
1
vote
1answer
106 views

Unity3D - GameObject as a static function

Newbie Unity3D/C# developer here. I've tried learning Unity3D during my May/June college vacation and came across a problem:Code 1: CameraObj returnVoid; void Start () { returnVoid = GameObject....
1
vote
0answers
201 views

How to architect systems is Enity Component System, in C++ [closed]

When creating an ECS in C++, what are good, simple approaches to architecting the systems. Should each system be a static function of a dedicated class (is this semantically different than just ...
2
votes
1answer
284 views

Character states in component based entity system

I'm working on a Zelda-like game (github), and I made a component-based entity system. I've a Scene class which holds a std::vector of SceneObject. SceneObject is a collection of components Scene ...
0
votes
0answers
178 views

Cross component communication -Java

I am making my first simple game engine and decided to go with a ECS (Entity component system) from inspiration from Unity. I spent quite awhile online trying to figure out how to implement it. I ...
2
votes
1answer
279 views

Client-Server Game Communication (w/ Protobuf, Relevancy and Delta Compression)

So, I have reached another problem while trying to implement my client-server communication. From everything I've read there are three main ways to minimize packet size: Only send what has changed ...
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 ...
1
vote
2answers
1k views

How can I correctly use an unordered_multimap as entity and component storage?

The Setup I've made a few games (more like animations) using the Object Oriented method with base classes for objects that extend them, and objects that extend those, and found I couldn't wrap my ...
3
votes
2answers
563 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" ...
2
votes
4answers
913 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 ...
1
vote
3answers
488 views

Responsibility of rendering in a component/entity game engine

I am developing a simple component/entity game engine in C# (https://github.com/alexvm/BlueShift) and have a few questions regarding the responsibility of certain items in the engine itself. I have ...
1
vote
1answer
97 views

How to deal with tags in a component

I have a component called "ReflectOffCollision". This component should obviously not need to be aware of specific details about the game such as tags. The problem is, I want to apply this script to an ...
2
votes
1answer
865 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 ...
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/...