• 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
Sijmen

Got the entity/component/system basics up, where do I go from here?

1 post in this topic

I haven’t been into game programming for a long time, but I read up on entity/compent/system and thought it was an interesting idea. As an exercise, I’ve set up a basic framework to get this working:

void Game::load(ILoader& loader) {
	scene.spawn(
		PositionCp { {0, 0} },
		VelocityCp { {0, 0} },
		CollisionRectCp { {100, 100} },
		ArrowControlCp  { 150 },
		TextureCp { "sprites", {100, 100} },
		TextureSliceCp { {0, 0}, {100/256.0, 100/256.0} }
	);

	scene.spawn(
		PositionCp { {200, 300} },
		VelocityCp { {-120, -60} },
		TextureCp { "sprites", {100, 100} },
		TextureSliceCp {
			{100/256.0, 0},
			{200/256.0, 100/256.0}
		}
	);

	scene.run(LoadTextureSys, loader);
}

void Game::update(const UpdateContext& context) {
	scene.run(ArrowControlSys, context);
	scene.run(MovementSys, context);
}

void Game::render(IRenderer& renderer) {
	scene.run(RenderQuadSys, renderer);
}

At this point I’m a bit stuck. How do you go on from here to model game behaviour? The classic “If X happens, do Y” doesn’t really seem to map well to this design. I’d be super happy if someone could lay out some basic principles or points me to an article that does so.

 

One thing in particular that I’m wondering about is how specialised you should get with your components and systems. In this code I already have an “arrow control” component and system, but it seems to me like that wouldn’t scale. I read an article on building bomberman on an ECS design, and it seemed contrived for that reason. I’d imagine an engine would supply a set of generic components and systems, letting you basically script the rest on top of that. Is that a common approach? How would that be implemented?

0

Share this post


Link to post
Share on other sites

Surprised no one has responded to this yet.

 


The classic “If X happens, do Y” doesn’t really seem to map well to this design. I’d be super happy if someone could lay out some basic principles or points me to an article that does so.

 

Well I'd point you to my Bomberman article, but I see you've already read it :-). But I think it shows exactly how this should be done.

 

There's nothing about entity-component-system frameworks that makes “If X happens, do Y” harder. You just might need to think a little more about where you put that logic, instead of dumping it in some global update function that makes assumptions about what entities are which. Do you have a more specific example you could provide?

 

All the game logic should be in the systems' update methods, or in scripts attached to individual entities. I don't see any reason that only "generic" components/systems should exist - I think it's fine to make components and systems for core gameplay logic, especially if that logic operates over large numbers of entities and has performance requirements. Enforcing strict ordering for executing various logic is also easier if that logic exists in a system (as opposed to a "script" attached to an individual entity).

 

In your above example, what is ArrowControlSys? How is it different from MovementSys?

 

Also, why are TextureCp and TextureSliceCp different components? Wouldn't you always need both together?

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