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agorglouk

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  1. @phil_t:   Yes, this is exactly my goal to make an engine design that will be fully expandable and generic, being able to transform really easily to simple mini games (like 2D rpgs, platformers or anything really simple). I know that this is not a really good idea when it comes to performance issues but i'm just exploring the most optimal design possibilities when it comes to extensibility for a game engine. I'm just trying to implement the most ideal design scenario of Component Based Game Engines, sacrificing some performance, just to see if will worths the try to make a really abstract and complicated design for a game base, or if its better to implement a specific base for a specific game when it comes production time of multiple games. Probably i'm wrong, but i wont find out if i wont try to make this and fail/succeed.    The main idea is, if this layer design scenario succeeded in the implementation of operating systems, why it shouldn't succeed in games? (By saying layers i mean something like this: layers in OSes: kernel - ... - outer world, layers in Game Engine: Engine -  Managers - (Systems, Components,...) - ... - outer world  )) Knowing that today's hardware is developing exponentially(so performance may not be a problem later) and the growth of data to be organised and  managed too, why not explore less performance related and more organisational related designs?   And according to all the above how should i implement a layer to layer communication (the problem is mostly from outer layers (Systems) to inner layers (Engine)) so i can accomplish (or even try to approach) my purpose?
  2. Yea , but i'm searching for an implementation that will isolate every thing in the engine, and your idea doesn't seem really structured to me (a little messy to communicate like this). I thought that the most appropriate communication would have been to send some command from the System to the SystemManager and the SystemMAnager to the Engine? and so the Engine to the ComponentManager to retrieve the component. I am not really sure but i think that building a game engine like an Operating System is the most expandable and generic idea in my mind to build on top lots of games. Any other opinions?
  3. I'm making a Component Based Game Engine, and i try to separate data from logic as much as possible by using this design:                                                           Engine                 /                                            |                                                \ EntityManager                    ComponentManager                            SystemManager (vector of entities)    (map of (entities - vector of components))      (vector of systems)   Where essentially all these managers are just holders of Entities, Components, and Systems accordingly. A brief description of my implementation is:   Entity: a class that represents every object in the game (just and UUID).   Component : an abstract class that (its subclasses) will hold only data about a specific thing for an Entity, ex. PositionComponent will only have the x,y values of an Entity nothing more.   System: a abstract class that (its subclasses) will have all the logic to act on Enities, ex. PositionSystem will have in its Process() method passed by the Engine an Entity to operate on, and change its component values using some predefined logic.   My problem is, how do i make objects communicate a senario like this? For example how can i send a message from a System (that resides in the SystemManager) to the ComponentManager so i can get a specific component for the current Entity that the system is processing (i already have the methods in ComponentManagers to do this, thus my problem is what is the PROPER way design to do this)?   Or generally a game that is modeled like a Operating System (in layers from the inner kernel to the outer world) how can achieve communication between every layer? Are there any good design patterns that are useful for this purpose?   Any help appreciated.