Logic in Entity Components Sytems
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by
aaron
on Game Development
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Published on 2012-10-23T03:47:16Z
Indexed on
2012/10/23
5:28 UTC
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component-based
|entity-system
I'm making a game that uses an Entity/Component architecture basically a port of Artemis's framework to c++,the problem arises when I try to make a PlayerControllerComponent, my original idea was this.
class PlayerControllerComponent: Component {
public:
virtual void update() = 0;
};
class FpsPlayerControllerComponent: PlayerControllerComponent {
public:
void update() {
//handle input
}
};
and have a system that updates PlayerControllerComponents, but I found out that the artemis framework does not look at sub-classes the way I thought it would. So all in all my question here is should I make the framework aware of subclasses or should I add a new Component like object that is used for logic.
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