Questions tagged [component-based]
Component-based designs rely on separating the multiple logical attributes of business objects and game objects into small components dedicated only to specific tasks. Whereas game objects are usually modeled to reproduce the attributes and behavior of "real world" objects by aggregating them together and allowing specialized objects to inherit from general ones, component based design relies on composition rather than inheritance.
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Two Colliders on the same GameObject for different purposes
I'm somewhat new to Unity and am trying to build a battle system.
Right now, I have an attack that checks collisions with enemy objects like this:
...
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53 views
Entity Component System: Dependency Between Systems
Inspired by the Entity Component System Architecture, I started to refactor my 2D tiled-based game to follow the rule "favor composition over inheritance".
However, after writing the ...
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1answer
103 views
Component instance reference in Unreal Engine 4
I'm creating a C++ script and I want to get a reference to a component instance.
For example, imagine that I want to get the player camera, which is a ...
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57 views
Ability System with Modular Targeting: having trouble finding a good way to map between input components and effect components
I'm trying to make an ability system with modular targeting/inputs for a turn-based RPG game (using Unity)
What I mean by that is that most ability systems I've found use an inheritance hierarchy ...
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1answer
113 views
Component Based Spells/Abilities
This has been a bit of a long time coming challenge for me, if you look back at previous questions for Component based spells you are likely to find my old questions, given that they are 1 + 2 years ...
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68 views
C++ OpenGL: Object Components
I've been trying to make a barebones engine/game in VS C++ with OpenGL.
So far it's worked well, I've managed to render two green triangles on the screen and can accelerate one using WASD input.
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0answers
29 views
How would I go about creating dynamic weapons using EC architecture?
I currently have a weapon component that contains common functionality across weapons (mainly guns).
...
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0answers
37 views
Unity Vector3 y and z Components being set 0
So I'm working on an RTS game and I'm trying to set pre-defined positions for units using my own formula. It takes the list of units and makes a position for each one in an array. The array then goes ...
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1answer
92 views
Should fields in components in an ECS use polymorphism?
I've just started to try and learn how to use ECS (Entity component systems), but I'm having trouble understanding the concepts behind components.
Should adding more types of components, or trying to ...
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1answer
121 views
Where should I put units and items in a squad-combat ECS-based game?
So I'm working on a game where squads of varied units would explore, fight, trade and build on an overworld map. Combat would be automated more or less, and happen on the overworld. Basically, ...
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1answer
863 views
Unity get component throwing NullReferenceException only in standalone build
I'm having a very frustrating issue with GetComponent().
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2answers
303 views
In Unreal Engine 4, how do I get the component's “game object” via C++?
I have an ACharacter instance with a weapons component that inherits from UActorComponentattached to it. I'm currently writing ...
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1answer
1k views
Dealing with more complex entities in an ECS architecture
Preamble: I'm working on a level editor for my engine, which uses an ECS architecture. I have around a dozen component types so far, mostly dealing with graphics, like lighting components, model, and ...
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1answer
243 views
Pass data down to components
In the game I have, I'm using an architecture close to what I've seen of Unity components :
Basically, the universe implements the game loop, entities implement and ...
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vote
1answer
1k views
Should components in Entity Component System pattern have logic?
Is often read that in entity component system pattern we should treat components just as a passive data structure with no logic at all, this way we follow to a data oriented design approach with ...
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1answer
114 views
Why even use coroutines in Unity?
I have been thinking about the use of Unity's coroutines recently, and while I've used them in the past, and am already aware of their bad reputation (although I've also seen posts on the unity forums ...
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vote
2answers
138 views
How do you make sure that a component can be applied to very different entities?
I know there's lots of posts about this sort of thing, and I've read a lot of them, but there's some gaps that I can't seem to fill in my head.
Specifically, I've been reading about the SOLID ...
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2answers
340 views
Best Practice for Validating Components in Unity/C#?
In my game there's a Unit class, which all soldiers use. Not all soldiers have special abilities which require unique class components (like Stealth class). Special abilities either exist on a unit ...
3
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1answer
79 views
How to react properly to component field changes?
Let's say, that we have the following components:
Direction, which contains direction the object moves:
...
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2answers
107 views
How to: Duplicating and updating component data in systems
I am new to game development. Coming across the ECS (entity-component system) pattern I generally quite liked the idea. I have implemented the current version of my engine using the OOP style approach....
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votes
2answers
806 views
Appropriate Cache Friendly Associative Container For An Entity Component System
The intro to this problem is a bit of a long one so my apologies in advance. In short I am asking for suggestion as to what type of collection I should use to store data for a particular part of my ...
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votes
1answer
662 views
Are references between entities in Entitiy Component System allowed?
I've got a player entiy in my game that can pick up weapons when colliding with item entities. The player can hold and use the weapon in their hand (the weapon sprite is rendered relative to the ...
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2answers
178 views
How to handle component-based objects in a game loop?
I've been writing my own game engine and I was wondering the correct way to handle my game objects. Each game object is different. The only thing they have in common is a set of operations to handle ...
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2answers
6k views
How do components in a component based entity system
---Most of the stuff I am talking about I read here---
I am currently tring to wrap my head around component based systems to make a simple game engine of sorts.
I am having a hard time ...
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2answers
810 views
Should a system be able to render things? (ECS)
I'm currently building an entity component system and I just have one question... Should a system be allowed to render things to the screen?
For example, should I make a SpriteComponent that contains ...
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3answers
741 views
Binding c++ templated functions to lua
I have started using Lua as a scripting language for my game engine. It works perfectly for things like input, audio etc. However, I'm now trying to bind my entity component system functions which ...
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2answers
1k views
Where is 'game logic' implemented in component based design?
I have been trying to get my head around using an entity component system for a game. But I am struggling to understand how I should do 'game-logic'.
What I have so far:
Components are essentially ...
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1answer
71 views
Guidelines for determining what should be a component?
Background:
So I'm developing my first 2d C++ fighting game (for learning purposes) and I have a setup where I have 'components' which are really just data holders with maybe some simple utility ...
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1answer
41 views
How to determine the values of parameters controlling the game objects? [closed]
I am a C# developer and now trying to change to my dream field: Game Development.
I am new to Game Development and currently self learning Unity3D.
To me Unity is component based tools and we can ...
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votes
2answers
417 views
Where to store contiguous arrays of components?
I've been working on an entity component system and have the trouble of where to define/put the arrays of each component type. Each component type is user defined so I do not know what or how many ...
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0answers
128 views
Communication in an entity-component through public variables or public member functions [closed]
I am currently coding my own ECS to get a deeper understanding of how such an engine works. I am currently putting together systems. I am aware that there is no right answer to my question as there ...
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votes
1answer
4k views
What is a faster alternative to a GetComponent from a RaycastHit?
I have a basic AI car script which needs to interact with other cars around it. I would like to access variables from the other cars to help one car identify what the other cars are doing so they can ...
2
votes
1answer
637 views
Component based architecture in TypeScript
I'm doing a game using Phaser with TypeScript. I want to implement a component based architecture for Actors.
What I'm trying to achieve is this:
...
2
votes
1answer
906 views
ECS - Components inside components?
Reading up on ECS, I've tried to implement a simple 'game', if you can call it that.
Basic concepts :
You have planets(entity), they produce gold. (gold is a component inside planet)
Planets can ...
0
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1answer
53 views
Changing the current state of an entity in the middle of an update step or wait for the end?
Let's say that I use a behaviour component that holds a function call to be called every update step assigned to an entity. Inside that function call I'm changing the active state for the entity to ...
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0answers
107 views
Change entity's size based on health [ECS]
I'm making a kind of entity component system framework and I have a doubt:
I have two components 'health_damage', 'physic' (which contains position, weight,...) and 'sprite' (position, dimensions...)....
5
votes
1answer
4k views
A more data oriented design approach to Entity Component System game engine
I'm creating my first c++ game engine project (for learning purposes) and in it I've attempted to implement an entity/component system utilizing some data oriented design principles while also not ...
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2answers
103 views
How to solve this component based events response issue?
I'm working on a new game architecture and I have issues with the handling of events in our component-based approach.
We have a component Match. When a match ends, an event Match_end is sent. There ...
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votes
2answers
3k views
Entity-Component-System data storage design
I'm working on an ECS and I've already read a lot of articles about it. Most of these articles are talking about a simple case (store data contiguously, read it in a single for loop). However the real ...
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votes
2answers
2k views
Component oriented programming for rich RPG world
I've asked this question on several forums but didn't get the proper answer yet.
So, in my opinion, it is a really theoritical and deep, but I really can't deal with it by myself.
What is my goal?
I ...
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votes
1answer
1k views
Data-oriented design and Component Sytem cross-referencing
Let's assume we're talking about a game (engine) which is written in C++. This is more like a design question but I can't find any suitable description.
Component System
The Component System says ...
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1answer
140 views
Communication between the SubSystems and the GameObject components?
Currently I have an architecture (not 100% accurate):
The RenderData contains primitives, which will be processed by the GraphicsEngine.
Upon creation I have to send the pointer of the renderData ...
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2answers
103 views
Unused methods after component inheritance in component based architecture?
I have a GameObject class, which contains Components, like:
Renderer
Camera
Behaviour
Rigidbody
First I inherited all of them from Component which has an Update() method, and it is called every ...
4
votes
1answer
473 views
Different objects interacting based on type
Many many thanks to anyone who chooses to take the time to read through this all and offer any advice.
I'm writing a game in which multiple different kinds of Objects move around a grid-based board ...
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vote
2answers
391 views
What are the advantages and disadvantages of using pointers to change data in my physics engine?
I am working on an entity-component system, and I am thinking about this communication protocol:
The physics component of a game object sends an UpdateMyState ...
0
votes
4answers
13k views
How to disable script component while in game?
I'm trying to make a C# script to disable the First person controller script component for my character. I'm doing this so that while I'm controlling something else such as a vehicle, the only control ...
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0answers
305 views
How to properly use Unity component approach?
It may sound like an opinion-based question, but I feel like I am not alone with such problem and this may help others too. I spent a lot of time trying to understand how to make things Unity-way, use ...
1
vote
1answer
386 views
Component based Entity System using polymorphism: OpenGL does not render
I want to be able to create Entities from different Component sets. I want to call Entity entity(new StaticObject(modelpath, position));
I have an EntityTypes ...
2
votes
1answer
202 views
how to make weapon charge up behavior using composition
I am trying to design different weapon behaviors.
Right now, there are 3 different types of weapon behaviors that i would like to implement.
When not pressing anything, weapon fires at a ...
0
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1answer
110 views
How to force a custom component on every GameObject?
I want to have a custom component which will have a drop down. I want this to be applied to ever GameObject in the project, which means every GameObject in the hierarchy and every GameObject prefab. ...