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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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I have a script that expected the game object to have a Terrain component. Is there an attribute I can add (or some other way) which will prevent a designer from ...
Dan Violet Sagmiller's user avatar
2 votes
1 answer
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I am trying to use a component based pattern on my new project. The last projects I did the old fashioned way. Base class and derive from that until your brain hurts. This time I wanted to do it on a ...
Ello's user avatar
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3 answers
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To clarify, by overlapping I do not mean overlapping between said components, but rather, let's say I have: My entity contains components, and a parent-children system. Call it a mandatory ...
Llamageddon's user avatar
1 vote
1 answer
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I have a component called "ReflectOffCollision". This component should obviously not need to be aware of specific details about the game such as tags. The problem is, I want to apply this script to an ...
user avatar
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2 answers
192 views

So I'm making a game engine for a game I'm making - the game is a 2D tile-based game I've implemented a gameobject-component style for the engine, for decoupling reasons However, every frame, the ...
Ben Ezard's user avatar
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1 answer
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I am trying to build an Entity Component System for an interactive application developed using C++ and OpenGL. My question is quite simple. In my GameObject class I have a collection of Components. I ...
John's user avatar
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A state-driven agent is an agent that performs an action based on its current state. The logic can be implemented through the use of a D-FSM that changes state depending on the Agent's "perception" ...
lds's user avatar
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2 answers
383 views

I'm almost sold on the concept of a data oriented engine; however, one thing still eludes me. If we pack the data from a large level into huge arrays, and go over them, any visibility system that we ...
Kornel Kisielewicz's user avatar
3 votes
2 answers
528 views

For the past few days I've been trying to make my first game. I did some research on usual development practices and patterns and I settled on a composition system where the different components ...
Veritas's user avatar
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2 answers
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(I asked a similar question, but it had more questions inside it and I feel it wasn't clear enough, so I'm opening a new one). Until recently I implemented all my games using an inheritance hierarchy....
Aviv Cohn's user avatar
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1 answer
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My game server uses entities containing components to represent everything in the game world. This has worked great so far but I've run into a problem now that I'm allowing clients to connect to the ...
michael's user avatar
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8 votes
3 answers
7k views

This is a very rough sketch of how I currently have things designed. It should, at least, give an idea of how my ECS is currently designed. If you notice in that diagram, I have basically split the ...
Jason L.'s user avatar
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2 answers
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Why are entity component systems the way they are? For example as far as I have seen it may look like this ...
Maik Klein's user avatar
5 votes
2 answers
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I'm new to game programming and currently trying to understand Entity Component System design by implementing simple 2d game. By ECS I mean design, described here for example In my game I have ...
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I've been working on how to build some of my game systems using components and systems. I'm having a little trouble following the approach that components should just be bags of data and systems ...
megatron2's user avatar
0 votes
3 answers
6k views

I am trying to make a modular ship system, where parts can be added or removed to the ship entity. I am using a class I made called ModuleManager and it has a list ...
Joseph Dour's user avatar
3 votes
1 answer
3k views

I am using Artemis ECS. I have the very basics of a game already. I am now trying to determine how to gracefully handle input and to a lesser extent collisions. Some people say with ECSs, everything ...
Simon's user avatar
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1 vote
1 answer
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I have an Entity class and a Component class. The Entity class has a list of attached components, and each component also has a member variable that is a reference to the entity that it is attached to ...
user2687268's user avatar
4 votes
2 answers
508 views

I'm starting to work on a game with Entity-Component Model Architecture (Artemis in C#). I'm beginning with something pretty simple, entities which are living things, with ...
Linio's user avatar
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1 answer
528 views

I want to create a component-based game engine with subsystems which do the work, entities which are simply a list of components (plus position and rotation, because every object will have that), and ...
Dominik2000's user avatar
1 vote
2 answers
2k views

I have started create a lightweight game engine with Ogre and C++. I have a abstract component class and an abstract entity class. ...
Dominik2000's user avatar
3 votes
1 answer
531 views

Please stay with me as I explain my question. I'm creating a multiplayer game. My design pattern follows broadly thoughts described in the post here. The idea is that each actor whether be it a (...
alexg2021's user avatar
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4 votes
3 answers
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Say I use a basic ES approach, and also inside Systems I hold lists of all entities that Systems are required to process. How do I maintain this list of entities in desired rendering order, i.e. for ...
Patryk Czachurski's user avatar
0 votes
0 answers
716 views

I'm planning to use a component based architecture for a new 3D game engine I plan to work on, however I don't know how to approach the rendering side of things. I can see two options here: Every ...
toficofi's user avatar
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2 votes
1 answer
855 views

I am writing a pong clone with a component based entity system. But I am having trouble with the different kinds of movement in the game. The problem is the following: My paddles will just move up ...
M0rgenstern's user avatar