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Jan
14
comment How would you design components for an entity like this?
@James, thanks a lot for the link. Gonna have a lookt at it.
Jan
13
revised 2D character controller in unity (trying to get old-school platformers back)
added 170 characters in body
Jan
13
asked 2D character controller in unity (trying to get old-school platformers back)
Jan
13
accepted How would you design components for an entity like this?
Jan
13
comment How would you design components for an entity like this?
Nice explanation. Anyway, I thikn I'm going to move to a more less general aproach and use this game as the transition to the real component system. Sometimes trying to do all 100% best at first is not possible.
Jan
12
comment How would you design components for an entity like this?
So, would you agree that if I have a soldier brain with its rules and I know it will walk, jump, shoot, etc... force the gameobject to have the components to accomplish this task, in this example MoveObject and Weapon Object is not a bad idea? I was searching for a system where you could plug out/in components without depending on the existence of others but it seems a really pretty dificult task and a little utopy. I will split funcionality between components but will let them to resolve dependencies and cache them. Not a great system but it should work.
Jan
12
comment How would you design components for an entity like this?
The problem here is the coupling.For example, I will have to code a brain that knows if it will contained in an entity that has a "frozen property" component. Because if it is notified with a move action it musn't generate a "Move Left" event for the entity. The way I can solve this is having chained components, setting the restrictions at the head of the chain to avoid the action be notified if the filter is not passed (The frozen component is a filter here if a movement action is notified). Well, perhaps I'm doing overenginiering here but it is such a difficult subject :/.
Jan
12
comment How would you design components for an entity like this?
Example: Jump + Frozen is a not valid combination. So, when the input system notifies a Jump action the brain will not notify the jump (inter object message broadcast) because it is not possible. In my design I see the brain like a filter. When it is a brain not controlled by the player it autogenerates events based on its own logic, and when it is controlled by the player the events are "forwarded" from the input system to all the components interested. But only if they follow the rules.
Jan
12
comment How would you design components for an entity like this?
Example: Jump + Frozen is a no no. So when the input system notifies a Jump action the brain will not notify the jump because it is not possible.
Jan
12
comment How would you design components for an entity like this?
I don't know if I fully followed you but there's a key sentence here: "All input can be collected and directly passed as intent (startAcceleratinToLeft, startJump, stopJump, startJump)... And your intent component will have access to all necessary data to manage the intents.". Where should this data live? It seems your itent component is what I see like my Brain component. It receives the actions and broadcasts messages like startjump, etc... A brain must be coded for every entity because it defines the features this entitiy supports and which can be active at same time.
Jan
12
revised How would you design components for an entity like this?
added 142 characters in body
Jan
12
asked How would you design components for an entity like this?
Jan
4
comment 2D games on Unity and collision detection performance
Thanks for the answer. I know how to do the slope thing with unity3D and the built-in physics. The problem is performance. 1 year ago I did some tests with not more than 5 or 6 objects on the screen and it was lagging (less than 30 fps) in my ipod touch 2G. So, my own concern is performance. If anyone could confirm the creation of a 2D platformer with not just 1 enemy and 3 bullets on screen with not high end iphones I would be really happy.
Jan
3
asked 2D games on Unity and collision detection performance
Jan
3
asked How do games using physic engines for 2d games handle platform corners?
Dec
26
accepted Functional reactive programming (FRP) in games. Some doubts and thoughts
Dec
22
comment Functional reactive programming (FRP) in games. Some doubts and thoughts
I see. Have to think a bit more about it. If anyone has any other idea, etc... I would be really happy to hear it.
Dec
22
comment Functional reactive programming (FRP) in games. Some doubts and thoughts
So, to sum up: 1) We agree that ussually a system will hold just a component type. 2) During the creation of a new entity (for me it will be just an id), components are requested to the systems they belong (I see systems as a factory too) and the system will be responsible to play with it when updating. 3) Did you mean that systems where the ones that registered to other systems events? Example: GraphicSystem needs to know position from PositionComponent, so, GraphicSystem listens to onChange event in PositionComponent that will be fired when the update method of the system updates positioncom
Dec
22
asked Functional reactive programming (FRP) in games. Some doubts and thoughts
Dec
16
comment Entity manager loop opinions
Yes. Mainly the way things are splitted and execution order.