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2
votes
1answer
53 views

How can I derive hierarchical draw ordering for entities in an entity system?

How do you implement hierarchical render order in an entity system? For example: two player entities each carry a gun entity. If you set the player entities to zindex = 0 and the gun entities to ...
2
votes
2answers
43 views

Data model design using Core Data and Spritekit

I have a entity called Item, and every item can have two or three bonuses... What would be a good model design in this situation. I can think of something like: To have many optional attributes ...
0
votes
1answer
107 views

How do I efficiently deal with entities moving between chunks?

I am working on a game in which entities need to be stored in chunks. This is the basic chunk format: public static Entity [row][column][entities] chunkEntities; However, some of my entities move. ...
1
vote
1answer
73 views

State system and animation of derived classes

I'm trying to get some kind of state system for my game objects. I have a base Actor class that is derived by classes like Policeman, Informant or Brawler. Each of those classes describes different ...
0
votes
1answer
69 views

Handle Entities & Collision in large numbers [closed]

I am creating a simple 2D maze game and I am a little confused about entities & collision detection. At the moment, my entity class is an abstract class containing position, velocity, sprite and ...
0
votes
2answers
65 views

Undefined reference error when trying to access a component using ECS [closed]

I'm trying to access the x and y values from PositionComponent in my MovementComponent but I get this error and I just can't figure out why I get this. in my Entity class I've got a function ...
2
votes
1answer
99 views

Where should I put the SDL_Renderer* using the ECS with SDL2 and C++?

So I'm still learning about ECS (Entity Component System) and whenever I'm thinking about the architecture and actual implementation, I just can't figure out where should I put the SDL_Renderer*. So ...
10
votes
3answers
671 views

Cache misses and usability in Entity Systems

Lately I have been researching and implementing an Entity System for my framework. I think I read most articles, reddits and questions about it that I could find, and so far I think I am grasping the ...
1
vote
1answer
109 views

How can I resolve component types in a way that supports adding new types relatively easily?

I am trying to build an Entity Component System for an interactive application developed using C++ and OpenGL. My question is quite simple. In my GameObject class I have a collection of Components. I ...
2
votes
4answers
557 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 ...
0
votes
1answer
75 views

How to send components in an ECS System?

I'm trying to send a CreateEntity packet from a server to client, but I can't figure out how to send the information about components over the network. I gave each component an ID, but then I realized ...
3
votes
2answers
133 views

Should entities store other other entities that they spawned?

How should a game entity add another game entity to the game world? For example, an entity shooting a missile (which is another entity), means the new Missile will need to be added to the entities ...
1
vote
1answer
176 views

Where to put my entity component messaging functionality?

I've done my research and read as many articles and posts on messaging and ECS's as I could find to help me get mine working. However, I'm at a roadblock on how to get my messag functionality to be ...
0
votes
1answer
131 views

Entity System handle graphics/textures [duplicate]

I use in Java Artemis(entity system library) and Slick2D(graphics library) for a game. Now I wonder me, how I should handle graphics(sprites, textures...). In the demos of the page from Artemis it ...
2
votes
1answer
246 views

Making more complicated systems(entity-component-system model question)

I'm using a model where entities are collections of components and components are just data. All the logic goes into systems which operate on components. Making basic systems(for Rendering and ...
0
votes
2answers
560 views

Slick2D - Entities and rendering

I have been trying to create my very first game for quite a while, followed some tutorials and stuff, but I am stuck at creating my entity system. I have made a class that extends the Entity class and ...
2
votes
2answers
753 views

Why do my update and draw loops throw a concurrent access exception?

I've taken up the challenge of creating a basic 2D side-scrolling monster truck game for my little brother. It seems easy enough in theory, but jumping into Java out of XNA feels strange. My game ...
3
votes
3answers
1k views

Effective way to check if an Entity/Player enters a region/trigger

I was wondering how multiplayer games detect if you enter a special region. Let's assume there is a huge map that is so big that simply checking it would become a huge performance issue. I've seen ...
7
votes
3answers
671 views

How to progress an entity-component gamestate in a turn-based game?

So far the entity component systems I've used have worked mostly like Java's artemis: All data in components Stateless independent systems (at least to the degree that they don't require input on ...
2
votes
1answer
305 views

Collision Resolution: How to avoid Interpenetration/Tunneling Caused by Prior Collision Handling? [duplicate]

My game processes world collisions followed by entity collisions. The problem here is that entities can break through walls the next frame when world checks are run again as a result of the prior ...
9
votes
2answers
456 views

How to handle entity path-finding and movement in a large networked world?

Considering the image above with tiles split into 32x32 boxes, I have an entity which is marked to 'aggro' nearby players that come close to it. I'd like this monster to ideally chase the player (and ...