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#ActualDominik2000

Posted 30 September 2013 - 07:19 AM

I like the idea to remove the event system. The sync of the position between the components was the problem, and the reason to not remove the event system. I think I understand Reitanos approach.

 

 

 


In my view, all game objects should be entities. Not all entities have to have the same set of components - in fact most entities will just use a few. The waypoint has nothing to do with the player entity, say. But it is its own entity. I would think you would have a waypoint entity that is comprised of a Position and Waypoint component (and a Render component?). Or possibly the Waypoint component could describe a full series of waypoints itself (that would make it less trivial for them to be rendered, but then you wouldn't need some other component/entity that is responsible for connecting waypoints together in a path.

 

Yes but I want to have one place to store all waypoints and pathes to other waypoints. In my opinion every entity has it's own waypoint component. So I have much duplicate data in store...

 

 

 


In your diagram, I would also question the lack of an InputSystem. Surely entities will need some sort of Component that describes how they are controlled - e.g. what input they respond to. So just like you have a RenderComponent and RenderSystem, you might want an InputComponent and InputSystem in addition to your InputManager which performs more low level/platform-specific tasks.

 

Yes I don't have drawn the Input system, sorry for this. And how should I do this without event messaging? How could I exit the main loop?

 

 

 


Also, you have a box called "Logic" above your engine. What do you envision going in there? I think the bulk of game logic should be in the systems or in individual scripts attached to the entities.

 

E.g. I don't know where to put my money system. This I would place in the logic. Or is this another system?


#1Dominik2000

Posted 30 September 2013 - 07:19 AM

I like the idea to remove the event system. The sync of the position between the components was the problem, and the reason to not remove the event system. I think I understand Reitanos approch.

 


In my view, all game objects should be entities. Not all entities have to have the same set of components - in fact most entities will just use a few. The waypoint has nothing to do with the player entity, say. But it is its own entity. I would think you would have a waypoint entity that is comprised of a Position and Waypoint component (and a Render component?). Or possibly the Waypoint component could describe a full series of waypoints itself (that would make it less trivial for them to be rendered, but then you wouldn't need some other component/entity that is responsible for connecting waypoints together in a path.

 

Yes but I want to have one place to store all waypoints and pathes to other waypoints. In my opinion every entity has it's own waypoint component. So I have much duplicate data in store...

 


In your diagram, I would also question the lack of an InputSystem. Surely entities will need some sort of Component that describes how they are controlled - e.g. what input they respond to. So just like you have a RenderComponent and RenderSystem, you might want an InputComponent and InputSystem in addition to your InputManager which performs more low level/platform-specific tasks.

 

Yes I don't have drawn the Input system, sorry for this. And how should I do this without event messaging? How could I exit the main loop?

 


Also, you have a box called "Logic" above your engine. What do you envision going in there? I think the bulk of game logic should be in the systems or in individual scripts attached to the entities.

 

E.g. I don't know where to put my money system. This I would place in the logic. Or is this another system?


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