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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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In my turn-based game, I have decided to make a separate layer of non-visual objects (everything is precalculated in my game and all of the visual effects are pushed to the animation queue). these non-...
Black Dice's user avatar
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263 views

I've been learning C++ and SDL2 and I'm trying to improve at using composition and for the longest time I thought it was only useful for making things like players, enemies, coins, etc, and I think ...
Konjointed's user avatar
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I am new to game development and I am learning Unreal Engine right now. When a player character APlayer wants to interact with other actors (such as ...
D G's user avatar
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I have a working ECS-system set up, largely inspired by this brilliant article (not at all required reading to be able to answer my question) on https://indiegamedev.net/ showcasing an ECS-system with ...
JensB's user avatar
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I've recently been reading the book Game Programming Patterns by Bob Nystrom, and one chapter I've found a bit hard to grip is the chapter about the Component pattern. In the example he uses (which ...
JensB's user avatar
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I am trying to make a component-based ability system for my new turn based game that I am working on. I not sure with the architecture and the approach I am following. So here my idea: Every Ability ...
Powski's user avatar
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180 views

I'm making a top-down Javascript canvas game using the Entity Component System architecture. For an entity to be drawn on the screen every frame, it needs a ...
Ryan Peschel's user avatar
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569 views

For example, let's say that the player walks into an enemy and in response, a chain of events should occur (such as: his score goes up, the enemy dies, a cinematic starts, etc.) I see two "proper&...
Ryan Peschel's user avatar
1 vote
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128 views

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 ...
barak1412's user avatar
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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 ...
Pheonix2105's user avatar
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I currently have a weapon component that contains common functionality across weapons (mainly guns). ...
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1 answer
338 views

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 ...
Sarah's user avatar
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1 answer
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I'm having a very frustrating issue with GetComponent(). ...
mr-matt's user avatar
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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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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 ...
Alejandro's user avatar
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3 answers
241 views

I've been reading about the SOLID principle and component-based game development. Lots of these posts explain it but don't really give examples on it. For example, in a hypothetical RPG game, say ...
Microseconds's user avatar
3 votes
1 answer
157 views

Let's say, that we have the following components: Direction, which contains direction the object moves: ...
Spook's user avatar
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4 votes
2 answers
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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 ...
Ryoku's user avatar
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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 ...
renno's user avatar
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2 answers
2k views

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 ...
user avatar
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2 answers
2k views

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 ...
TomShar's user avatar
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1 answer
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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 ...
shole's user avatar
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0 answers
204 views

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 ...
Martin Sand's user avatar
2 votes
1 answer
800 views

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: ...
Guilherme Recchi Cardozo's user avatar
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1 answer
90 views

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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