Tagged Questions
1
vote
1answer
38 views
Entity Component Systems with C++ - Accessing components
(What I'm describing is based on this design: What is an entity system framework?, scroll down and you'll find it)
I'm having some problems creating an entity-component system in C++. I have my ...
-1
votes
1answer
92 views
Overload C++ functions in lua [closed]
I have had a look around but I believe this to be impossible due to compile time of c++.
However is it possible to have a class registered in lua and c++ that has a overload update function which I ...
0
votes
1answer
195 views
How to resolve duplicate data in Entity Systems?
Whilst working on examples and upgrades for my C++ Entity System, something randomly caught the attention of my mind, by surprise: duplicate data. What I'm referring to is how an entity system that ...
3
votes
1answer
367 views
Entity property system
In lieu of a typical implementation of entity-component systems, I've gone the data-oriented route described by Jason Gregory in Game Engine Architecture. This works really well for common properties ...
1
vote
3answers
474 views
Question on the implementation of my Entity System
I am currently creating an Entity System, in C++, it is almost completed (I have all the code there, I just have to add a few things and test it). The only thing is, I can't figure out how to ...
2
votes
3answers
487 views
SceneManagers as systems in entity system or as a core class used by a system?
It seems entity systems are really popular here. Links posted by other users convinced me of the power of such system and I decided to try it. (Well, that and my original code getting messy)
In my ...
2
votes
1answer
145 views
Should I wrap a template function with another template function, or…?
I'm currently making an Entity System, using C++, and I've questioned myself about how I should interface some methods. Specifically in my Entity and ComponentManager classes.
The ComponentManager, ...
2
votes
2answers
2k views
Entity System with C++
I'm working on a game engine using the Entity System and I have some questions.
How I see Entity System :
Components : A class with attributs, set and get.
Sprite
Physicbody
SpaceShip
...
System ...
5
votes
1answer
915 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 ...
2
votes
0answers
221 views
Suitable in memory storage library to store components for entity systems
I am studying entity indexed components and came up with a naive C++ implementation which just iterates over all entity "hash tables" and applies update/delete/insert functions in place. I'm having ...
0
votes
1answer
474 views
Is an entity/component system appropriate for this geometry handling system?
I'm working on a Component/Entity-System based game engine atm. And I have this little dilemma. I have simple geometrical structures which might be downloaded or created in game at some point.
These ...
24
votes
2answers
6k views
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 ...
8
votes
3answers
3k views
Component entity system - Updates and call orders
In order to get components to be able to update every frame (and leave this functionality out of components that don't need to) I got the idea to make an UpdateComponent component. Other components ...
7
votes
3answers
1k views
Component based entity system API naming problems
My engine uses a component-based entity system internally, and I want to bind it to Lua for scripting.
Now, I want to save people who write scripts for it typing work. In C++, to set the position of ...
4
votes
1answer
312 views
A few questions about entity states
This is the first time I'm trying to make a 2D game, so I'm having quite a few difficulties in getting things right. Right now I'm trying to figure out exactly how the entity state machine should ...