• Announcements

    • khawk

      Download the Game Design and Indie Game Marketing Freebook   07/19/17

      GameDev.net and CRC Press have teamed up to bring a free ebook of content curated from top titles published by CRC Press. The freebook, Practices of Game Design & Indie Game Marketing, includes chapters from The Art of Game Design: A Book of Lenses, A Practical Guide to Indie Game Marketing, and An Architectural Approach to Level Design. The GameDev.net FreeBook is relevant to game designers, developers, and those interested in learning more about the challenges in game development. We know game development can be a tough discipline and business, so we picked several chapters from CRC Press titles that we thought would be of interest to you, the GameDev.net audience, in your journey to design, develop, and market your next game. The free ebook is available through CRC Press by clicking here. The Curated Books The Art of Game Design: A Book of Lenses, Second Edition, by Jesse Schell Presents 100+ sets of questions, or different lenses, for viewing a game’s design, encompassing diverse fields such as psychology, architecture, music, film, software engineering, theme park design, mathematics, anthropology, and more. Written by one of the world's top game designers, this book describes the deepest and most fundamental principles of game design, demonstrating how tactics used in board, card, and athletic games also work in video games. It provides practical instruction on creating world-class games that will be played again and again. View it here. A Practical Guide to Indie Game Marketing, by Joel Dreskin Marketing is an essential but too frequently overlooked or minimized component of the release plan for indie games. A Practical Guide to Indie Game Marketing provides you with the tools needed to build visibility and sell your indie games. With special focus on those developers with small budgets and limited staff and resources, this book is packed with tangible recommendations and techniques that you can put to use immediately. As a seasoned professional of the indie game arena, author Joel Dreskin gives you insight into practical, real-world experiences of marketing numerous successful games and also provides stories of the failures. View it here. An Architectural Approach to Level Design This is one of the first books to integrate architectural and spatial design theory with the field of level design. The book presents architectural techniques and theories for level designers to use in their own work. It connects architecture and level design in different ways that address the practical elements of how designers construct space and the experiential elements of how and why humans interact with this space. Throughout the text, readers learn skills for spatial layout, evoking emotion through gamespaces, and creating better levels through architectural theory. View it here. Learn more and download the ebook by clicking here. Did you know? GameDev.net and CRC Press also recently teamed up to bring GDNet+ Members up to a 20% discount on all CRC Press books. Learn more about this and other benefits here.
Sign in to follow this  
Followers 0
ThePointingMan

Component Entity system difficulties

7 posts in this topic

I've been interested in the component entity system for a while, and figured I would fallow this guide on making one, break it down and figure out how everything works. http://www.richardlord.net/blog/what-is-an-entity-framework It worked pretty good for a while but I am having difficulties with the core of it, I can register components and systems to my engine, but one of the things this guide does not cover is how to actually convert all these components into nodes that the systems can use. Would anyone have any insight as to how this would be completed? The guide uses action script, but i am coding in c++ btw.

 

Also on a side note, do you feel that the component entity system is a good one? I spoke with a teacher about it and he said it wasn't how he liked to think about things, so he didn't use it. Also mentioning that if you go to EA none of the games he worked on used this system. He wouldn't say that it was bad, he just said that nothing hes worked on has used it, because they didn't need to.

I'm wandering what the advantages of it over others is, as well as any disadvantages.

0

Share this post


Link to post
Share on other sites

Also on a side note, do you feel that the component entity system is a good one? I spoke with a teacher about it and he said it wasn't how he liked to think about things, so he didn't use it. Also mentioning that if you go to EA none of the games he worked on used this system. He wouldn't say that it was bad, he just said that nothing hes worked on has used it, because they didn't need to.

With six years at EA, all but one game engine used this type of system.

 

I guess it depends on your game team and engine.  There are many to choose from.

2

Share this post


Link to post
Share on other sites

I've been interested in the component entity system for a while, and figured I would fallow this guide on making one, break it down and figure out how everything works. http://www.richardlord.net/blog/what-is-an-entity-framework It worked pretty good for a while but I am having difficulties with the core of it, I can register components and systems to my engine, but one of the things this guide does not cover is how to actually convert all these components into nodes that the systems can use. Would anyone have any insight as to how this would be completed? The guide uses action script, but i am coding in c++ btw.

 

Also on a side note, do you feel that the component entity system is a good one? I spoke with a teacher about it and he said it wasn't how he liked to think about things, so he didn't use it. Also mentioning that if you go to EA none of the games he worked on used this system. He wouldn't say that it was bad, he just said that nothing hes worked on has used it, because they didn't need to.

I'm wandering what the advantages of it over others is, as well as any disadvantages.

FYI, I've written an entity component system in C++, and detailed much of it in my journal (full journal linked in my signature).  You are welcome to check it out, and even use it if you want, but it might give you some ideas about how to approach it with C++.  

Edited by BeerNutts
1

Share this post


Link to post
Share on other sites

Also on a side note, do you feel that the component entity system is a good one? I spoke with a teacher about it and he said it wasn't how he liked to think about things, so he didn't use it. Also mentioning that if you go to EA none of the games he worked on used this system. He wouldn't say that it was bad, he just said that nothing hes worked on has used it, because they didn't need to.

With six years at EA, all but one game engine used this type of system.

 

I guess it depends on your game team and engine.  There are many to choose from.

I'm pretty sure the EA where I live is focused entirely on sports games, so maybe it just isn't as favorable an approach to those.

 

And Thanks you so much BeerNuts, Examining that will help a tonne!

0

Share this post


Link to post
Share on other sites

Ok, I am left with a problem. I was thinking "Wow wouldn't it be great if I could use bit fields to make nodes." For example lets say I had a bunch of components

 

position 0001

velocity  0010

display   0100

collision 1000

 

and then a bunch of node recipe's

movenode recipe    0011

displaynode recipe 0101

 

My only problem here is that a bit field is going to be like... 64 bits in size at most as an __int64. What happens if I get more then 64 components! Is there some super clever way of dealing with this sort of thing, or should I go with a different method of creating these recipe's? like for example just having a <list> of intager ID's and it tests the recipe's that way. I imagine that would take more space but hey, at least I can have more then 64 components right?

 

another thought was to have a list of all the nodes that can be created with no components registered to them, and then for an entity taking all of its components, registering them to everything in the list, and then all the nodes that have had all their components filled are registered and the other ones are left, all of them get cleared and it restarts for the next entity.

Edited by ThePointingMan
0

Share this post


Link to post
Share on other sites

You could look at using boost::bitset (or std::bitset if using C++11) and define a larger bitset than 64 bits if you are concerned with having more than 64 components.

1

Share this post


Link to post
Share on other sites

Ok I see! That's exactly what you did in your system then, I just didn't realize what a bit-set exactly was when I was reading that. Thanks yet again BeerNutts

0

Share this post


Link to post
Share on other sites
Couldn't you just store it in an array of chars? 8 options per position.

Char type[16]
you have lots of bits now :3
0

Share this post


Link to post
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!


Register a new account

Sign in

Already have an account? Sign in here.


Sign In Now
Sign in to follow this  
Followers 0