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 ...
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 ...
I am attempting to design a component-based architecture that allows Components to be dynamically enabled and disabled, much like the system employed by Unity3D. For example, all Components are ...
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 ...
I'm writing a shooter (like 1942, classic 2D graphics) and I'd like to use a component based approch. So far I thought about the following design: Each game element (airship, projectile, powerup, ...
I'm an experienced developer but recently I've been wanting to get into game programming but as you know game development is an entirely different beast from most other forms of programming (perhaps ...
I recently asked about how to separate entities from their behaviour and the main answer linked to this article: http://cowboyprogramming.com/2007/01/05/evolve-your-heirachy/ The ultimate concept ...