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Nov
25
awarded  Notable Question
Aug
29
awarded  Popular Question
Jul
22
accepted Retrieving components from game objects (entities)
Jun
18
awarded  Caucus
Jun
18
awarded  Constituent
Jan
8
comment Retrieving components from game objects (entities)
'Systems maintain a list of the entities they're interested in.' Sometimes you just need it spelled out to you :) Thanks, I was missing this point! Would it be reasonable, however, for an EntityManager (or Engine) to maintain a list of these, and the systems themselves just have a reference to the list. That way they wouldn't have to have worry about new entity registration/removal to their list, and could delegate that task to the more generic EntityManager class. That class would then manage entities for all registered systems.
Jan
8
comment Retrieving components from game objects (entities)
Thanks for the link to Richard Lords post. Along with your answer, that has has seriously helped my understanding. I now know that I was missing an EntityManager (or Engine) class and was trying to do everything (wrong) within the game loop between the systems and entities directly.
Jan
4
comment Retrieving components from game objects (entities)
I've had a play around with the Artemis Framework, but this is still performing type checking. It effectively uses a repository pattern for each type of component, checks what type a component is and adds it to the correct repository for retrieval later.
Jan
3
asked Retrieving components from game objects (entities)
Jan
2
answered Labeling Areas on a map
Dec
28
answered Twin stick shooting with keyboard
Dec
28
answered XNA 4.0 - strange blueish alpha with Spritebatch over Skybox
Dec
27
comment XNA 4.0 - strange blueish alpha with Spritebatch over Skybox
It could be that you are clearing the scene on the first line of your code with a blue tint ? SceneFactory.Graphics.GraphicsDevice.Clear(Color.CornflowerBlue); Try changing the colour to white and see if that helps as a first quick step.
Dec
16
awarded  Scholar
Dec
16
awarded  Supporter
Dec
16
accepted XNA Moddable Game - Architecture Design and Reflection
Dec
14
answered Avoiding orbiting in pursuit steering behavior
Dec
14
comment XNA Moddable Game - Architecture Design and Reflection
Yes, I'm using abstract classes to have some very basic implementation of, say, the IInputSystem. I was just wondering whether mixing interfaces together with abstract classes was the done thing. I don't want to have to get all the modders of certain systems to have to write the same basic code. I can't mark a comment as an answer, but if you'll like to put one in, I'll mark it.
Dec
14
answered 2d shapes in XNA 4.0?
Dec
14
answered Sprite and Physics components or sub-components?