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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Role of systems in entity systems 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 ...
16
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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 ...
43
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1answer
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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 ...
17
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5answers
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Implementing features in an Entity System
After asking two questions on Entity Systems (1, 2), and reading some articles on them, I think that I understand them much better than before.
But, I still have some uncertainties, and mainly they ...
13
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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 ...
19
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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 ... ...
14
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2answers
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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 ...
25
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2answers
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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 ...
13
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6answers
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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 ...
22
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5answers
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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 ...
8
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3answers
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Why is it a bad idea to store methods in Entities and Components? (Along with some other Entity System questions.)
This is a followup to this question, which I answered, but this one tackles with a much more specific subject.
This answer helped me understand Entity Systems even better than the article.
I've ...
18
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2answers
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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 ...
13
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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 ...
33
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6answers
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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
...
14
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3answers
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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 ...
15
votes
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 ...
8
votes
3answers
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Entity Component System based engine
Note: I'm programming this in Javascript, but it should be language agnostic in the most part.
I am thinking about converting my engine to an ECS based one.
I get the basic idea (note: this is ...
9
votes
3answers
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Component-based design: handling objects interaction
I'm not sure how exactly objects do things to other objects in a component based design.
Say I have an Obj class. I do:
Obj obj;
obj.add(new Position());
obj.add(new Physics());
How could I then ...
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 ...
5
votes
4answers
777 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 ...
6
votes
2answers
423 views
State changes in entities or components
I'm having some trouble figuring how to deal with state management in my entities.
I don't have trouble with Game state management, like pause and menus, since these are not handled as an entity ...
7
votes
3answers
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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 ...
4
votes
2answers
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How to structure game states in an entity/component-based system
I'm making a game designed with the entity-component paradigm that uses systems to communicate between components as explained here. I've reached the point in my development that I need to add game ...
10
votes
5answers
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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 ...
7
votes
1answer
753 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 ...
5
votes
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 ...
6
votes
1answer
424 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 ...
5
votes
3answers
693 views
How to update entity states and animations in a component-based game
I'm trying to design a component-based entity system for learning purposes (and later use on some games) and I'm having some troubles when it comes to updating entity states.
I don't want to have an ...
5
votes
1answer
956 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 ...
1
vote
2answers
576 views
Is there any option other than Component Based for game architecture?
Having read a lot recently on Component Based systems (for games), i find it hard to go back to my earlier state of mind.
If static object hierarchies fail to model "objects with a dynamic set of ...
7
votes
3answers
643 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 ...
3
votes
1answer
700 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 ...
4
votes
3answers
401 views
Getting Started with Component Architecture: DI?
TLDR: if I have entities like Ship and Bullet and components like Positionable and Drawable, should I create interfaces for each component and inject them into my entities using DI, or should I be ...