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Questions tagged [entity-component]

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3 votes
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784 views

How to store Lua script's inner state?

Situation: I am working on an Entity-Component system, and I am using LuaBridge as a Lua binder. There is only one Lua State. Currently when I update the game objects, I just check whether it has a ...
Tudvari's user avatar
  • 761
2 votes
0 answers
124 views

Properway to pass information from one system to another in an entity component system design

After having read some example programs (namely Pong, Snake and Pacman) I am now experiencing with ECS. I am wondering where to put the elements for a reward flow. Do you know good practices for ...
julien's user avatar
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1 vote
0 answers
831 views

How do you handle entity parent-child relationship in Ashley ECS?

In the below code example, is a parent-child relationship of an entities. Now every child should follow its parent position, and the child could be re-positioned anywhere. ...
ronscript's user avatar
  • 501
1 vote
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361 views

How do I pool a bullet in libgdx ashley ECS approach?

I'm having problem creating bullet pool in ashley ECS approach, because i'm using PooledEngine, everything is pooled. So I've done is I just use ...
ronscript's user avatar
  • 501
1 vote
0 answers
522 views

What is the proper way of creating bullet in libgdx ashley ecs framework?

I'm still thinking, how do I properly pool a bullet in libgdx ashley? Because the PooledEngine is available, which the Entities, ...
ronscript's user avatar
  • 501
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0 answers
54 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). ...
gamer1's user avatar
  • 65
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0 answers
81 views

Rename Sketchup Component meshes for Unity

When i create a component in Sketchup and i export it to Unity, the component structure is always: Component_Name MeshX How can i avoid having the component name as an empty parent and just set it ...
FrakyDale's user avatar
  • 111
0 votes
1 answer
343 views

How would you implement and differentiate between input actions and input states?

Im currently trying to setup my game and Ive started to implement input. It works like this: I have an Input class who notifies the ...
zebleckDAMM's user avatar