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2
votes
2answers
180 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 ...
1
vote
1answer
63 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 ...
7
votes
3answers
513 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 ...
0
votes
1answer
45 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
106 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 ...
2
votes
2answers
635 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 ...
0
votes
0answers
36 views

Register Modifier to Parent Entity

As far as I know, with Andengine if you register a modifier to a parent, all the children will also be affected by the modifier. If I am wrong please let me know. I'm currently working on a game and I ...
1
vote
1answer
151 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
96 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 ...
0
votes
2answers
314 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
1answer
216 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 ...
3
votes
3answers
699 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 ...
2
votes
1answer
232 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
389 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 ...