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

-1
votes
2answers
490 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
1answer
118 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 ...
0
votes
1answer
51 views

Right place for Entity logic

In terms of Component Entity System, where should I put an entity logic that should be processed on each animation frame? Say, I wish some logic like "when x-position is more than .. start rotation ...
0
votes
1answer
67 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 ...
0
votes
0answers
53 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 ...
0
votes
0answers
152 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 ...