Making more complicated systems(entity-component-system model question)

Posted by winch on Game Development See other posts from Game Development or by winch
Published on 2013-10-26T16:23:31Z Indexed on 2013/10/26 22:17 UTC
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I'm using a model where entities are collections of components and components are just data. All the logic goes into systems which operate on components. Making basic systems(for Rendering and handling collision) was easy. But how do I do more compilcated systems? For example, in a CollisionSystem I can check if entity A collides with entity B. I have this code in CollisionSystem for checking if B damages A:

if(collides(a, b)) {
HealthComponent* hc = a->get<HealthComponent();
hc.reduceHealth(b->get<DamageComponent>()->getDamage());

But I feel that this code shouldn't belong to Collision system. Where should code like this be and which additional systems should I create to make this code generic?

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