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#ActualInferiarum

Posted 18 July 2012 - 03:46 AM

I wrote that as a comment to the journal entry, but I guess it does actually make more sense to add it here:

Why does the damage System handle the collisions? I would rather let a physics system handle collisions and send a message on collision which can be hooked by other systems.


Also, what does the input component do? Of course you have an input system (or maybe better player control system which gets input from the input system). Now lets say a key is pressed which should change the velocity. You should change the velocity i guess. What i want to say is that some systems work on the data which is already there, this is also why I do not like the idea of determining the systems used based on the components.

It should be the other way round. For each entity you define which systems it uses and the systems add the components needed (if not already added by another system)

edit: Another more general thing is that I am not sure what the application is of being able to remove and add components on the fly (other than maybe for testing). The way I see it the goal of the component based design is to make the creation of new entity types easier and more flexible and not making the entities themselves 'more flexible'

#1Inferiarum

Posted 18 July 2012 - 03:09 AM

I wrote that as a comment to the journal entry, but I guess it does actually make more sense to add it here:

Why does the damage System handle the collisions? I would rather let a physics system handle collisions and send a message on collision which can be hooked by other systems.


Also, what does the input component do? Of course you have an input system (or maybe better player control system which gets input from the input system). Now lets say a key is pressed which should change the velocity. You should change the velocity i guess. What i want to say is that some systems work on the data which is already there, this is also why I do not like the idea of determining the systems used based on the components.

It should be the other way round. For each entity you define which systems it uses and the systems add the components needed (if not already added by another system)

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