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seen Apr 10 at 23:08

Feb
14
comment Using component based entity system practically
@thelinuxlich So you're the developer of Artemis! :D I've seen the Component/ System scheme referenced a few times on the boards. Our implementations indeed have quite a few similarities.
Feb
13
comment How to properly implement message handling in a component based entity system?
There's something that ins't clear to me. Who modifies the contents of the cell while the collision system iterates over them?
Feb
13
comment Component-based Rendering
"According to component-based architecture i should have only method OnUpdate" Who says that?
Feb
13
revised Using component based entity system practically
deleted 17 characters in body
Feb
13
comment Using component based entity system practically
@heishe See my answer again. The base Attribute class is empty. All specific attributes have any kind of members you decide they need, there's absolutely no restrictions. In my case, HeathAttribute would have a current value, a maximum value, and a critical-level value.
Feb
13
revised Using component based entity system practically
added 789 characters in body
Feb
13
revised Using component based entity system practically
added 34 characters in body
Feb
13
revised Using component based entity system practically
added 753 characters in body
Feb
13
comment Using component based entity system practically
@heishe I added a longer reply to your comment in my answer.
Feb
13
revised Using component based entity system practically
added 2041 characters in body
Feb
13
comment Using component based entity system practically
@heishe It's not all that different from a regular component system, the only difference is that you now have two specialized types of components. What is the part that you don't understand?
Feb
13
comment Using component based entity system practically
@heishe Of the component system or of the event system?
Feb
13
awarded  Enlightened
Feb
13
awarded  Nice Answer
Feb
12
comment Using component based entity system practically
@Michael There's nothing really new about attributes and behaviors. Behaviors are components under a different name and attributes are simplified components, suitable for sharing data between behaviors, so behaviors don't become interdependent and hard to manage.
Feb
12
comment Using component based entity system practically
@TomsonTom About rendering, see the answer I gave to Michael. As for collisions, I personally took a shortcut. I used a library called Box2D which is pretty easy to use and handles collisions much better than I could. But I don't use the library directly in my game logic code. Every Entity has an EntityBody, which abstracts away all the ugly bits. Behaviors can then read the position from the EntityBody, apply forces to it, use the joints and motors the body has, etc. Having such a high fidelity physics simulation like Box2D certainly brings new challenges, but they are quite fun, imo.
Feb
12
comment Using component based entity system practically
@Michael The rendering part is still under development. I've got nothing worthwhile to say yet, unfortunately. I've learned a whole lot from the chapter on animation system from Jason Gregory's Game Engine Architecture, but there's still quite a few things that are not clear to me yet.
Feb
12
accepted Tools for editing 2D sprite-based game levels
Feb
12
accepted Tools for 2D skeletal animation
Feb
12
revised Using component based entity system practically
added 1 characters in body