The game-component tag has no wiki summary.
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When to use GameComponents?
I know what it is and I'm using it as a frame counter for example. But when should I use it?
Does it make sense to say "I make all the input handling happen in a gamecomponent"? Is it flexible enough ...
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Pong Game, Multitech problem [closed]
I am trying to implement pong Game, I have two classes as "PongGameView" and "GameState"
i implemented multitouch event implemented in "PongGameView" and passing the x cooridantes of the pads to ...
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1answer
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component Initialization in component-based game architectures
I'm develping a 2d game (in XNA) and i've gone slightly towards a component-based approach, where i have a main game object (container) that holds different components.
When implementing the needed ...
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4answers
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Which is the way to pass parameters in a drawableGameComponent in XNA 4.0?
I have a small demo and I want to create a class that draws messages in screen like fps rate. I am reading a XNA book and they comment about GameComponents. I have created a class that inherits ...
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1answer
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What's the recommended way of doing a HUD for an android game?
Basically the question is in the title.
I'm creating a RTS game and I will need buttons like attack move / attack ground, etc. I am not using any engine.
When people do games in OpenGL for android ...
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1answer
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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 ...
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1answer
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How to add several GameComponents of the same type?
in order to load 3D-meshes to my project i created a BasicModel class. I made it a DrawableGameComponent so I can override methods like Draw & LoadContent. Plus I have access to the GraphicsDevice ...
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3answers
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Need some advice on designing components
So after reading about components for a bit I want to make a very simple spaceshooter game that uses components and systems. However, I'm a bit confused on how much scope each component should have. ...
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What technique should I use to facilitate communication between XNA GameComponents (or between components of any type in a game)?
I'm starting out on my first 'proper' game project, and I've inevitably hit a block trying to decide how game components in XNA should communicate.
From previous (Java) GUI programming events, ...
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2answers
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How do I get access to the SpriteBatch service in my Sprite class using XNA?
I have the following Sprite class (leaving out everything that doesn't pertain to my question):
public class Sprite
{
public Texture2D Texture { get; set; }
public Vector2 Position { get; ...
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2answers
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How are physics or graphics components typically built in a component-oriented system?
I have spent the last 48 hours reading up on Object Component systems, and feel I am ready enough to start implementing it. I got the base Object and Component classes created, but now that I need to ...
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3answers
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When should a bullet texture be loaded in XNA?
I'm making a SpaceWar!-esque game using XNA. I want to limit my ships to 5 active bullets at any time. I have a Bullet DrawableGameComponent and a Ship DrawableGameComponent. My Ship has an array of 5 ...
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4answers
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What are the cons of using DrawableGameComponent for every instance of a game object?
I've read in many places that DrawableGameComponents should be saved for things like "levels" or some kind of managers instead of using them, for example, for characters or tiles (Like this guy says ...
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1answer
779 views
In XNA, should I use the built-in game component classes?
I'm just getting started on an XNA game for Window Phone 7. For my Flash games I have my own framework that I was just going to port from AS3, but I have just found the built-in game component stuff ...
