I am using Artemis ECS. I have the very basics of a game already. I am now trying to determine how to gracefully handle input and to a lesser extent collisions. Some people say with ECSs, everything ...
I know this question has been asked several times, but I'm still not sure how to implement input handling in a component based engine. The component based design I used was based on T=Machine's blog ...
My question is: How can I handle game states in my entity system, without resorting to keeping a stack of game state objects around? So the design of my entity system means that when an entity needs ...