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as seen on Game Development
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We are just switching from a hierarchy based game engine to a component based game engine. My problem is that when I load a model which has has a hierarchy of meshes and the way I understand is that a entity in a component based system can not have multiple components of the same type, but I need…
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as seen on Game Development
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We are just switching from a hierarchy based game engine to a component based game engine. My problem is that when I load a model which has has a hierarchy of meshes and the way I understand is that a entity in a component based system can not have multiple components of the same type, but I need…
>>> More
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as seen on Game Development
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State machines seem to cause harmful dependencies in component-based architectures.
How, specifically, is communication handled between a state machine and the components that carry out state-related behavior?
Where I'm at:
I'm new to component-based architectures.
I'm making a fighting game…
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I have been looking at game engine design (specifically focused on 2d game engines, but also applicable to 3d games), and am interested in some information on how to go about it. I have heard that many engines are moving to a component based design nowadays rather than the traditional deep-object…
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Hello,
I've been trying to implement a simple component-based game object architecture using Objective-C, much along the lines of the article 'Evolve Your Hierarchy' by Mick West. To this end, I've successfully used a some ideas as outlined in the article 'Objective-C Message Forwarding' by Mike…
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I think I already got the idea of the Entity System inspired by Adam Martin (t-machine). I want to start using this for my next project.
I already know the basic of Entity, Components, and Systems. My problem is how to handle UI / HUD. For example, a quest window, skill window, character info window…
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I'm using thinking of using an entity system in my game. So far I've been using Artemis with success. However, I have a question about texture switching. I read that switching textures too often is bad. So I load all the textures when the game loads like so:
import org.newdawn.slick.opengl.TextureLoader;
…
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I'm designing a game engine for a top-down multiplayer 2D shooter game, which I want to be reasonably reuseable for other top-down shooter games. At the moment I'm thinking about how something like an entity system in it should be designed. First I thought about this:
I have a class called EntityManager…
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I'm working on a game engine using the Entity System and I have some questions.
How I see Entity System :
Components : A class with attributs, set and get.
Sprite
Physicbody
SpaceShip
...
System : A class with a list of components. (Component logic)
EntityManager
Renderer
Input
Camera
...
Entity…
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After asking two questions on Entity Systems (1, 2), and reading some articles on them, I think that I understand them much better than before.
But, I still have some uncertainties, and mainly they are about building a Particle Emitter, an Input system, and a Camera. I obviously still have some problems…
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