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 ...
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 ...
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 ...
I am testing Component Based Entity System for a text based RPG game (I want to convert it to 2D in the future. this might sound crazy idea but the purpose of this forum isn't about that :) ). I have ...
I'm planning to use a component based architecture for a new 3D game engine I plan to work on, however I don't know how to approach the rendering side of things. I can see two options here: Every ...