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I think I already got the idea of the Entity System inspired by Adam Martin (t-machine). I want to start using this for my next project.
I already know the basic of Entity, Components, and Systems. My problem is how to handle UI / HUD. For example, a quest window, skill window, character info window…
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I'm using thinking of using an entity system in my game. So far I've been using Artemis with success. However, I have a question about texture switching. I read that switching textures too often is bad. So I load all the textures when the game loads like so:
import org.newdawn.slick.opengl.TextureLoader;
…
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I'm designing a game engine for a top-down multiplayer 2D shooter game, which I want to be reasonably reuseable for other top-down shooter games. At the moment I'm thinking about how something like an entity system in it should be designed. First I thought about this:
I have a class called EntityManager…
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I'm working on a game engine using the Entity System and I have some questions.
How I see Entity System :
Components : A class with attributs, set and get.
Sprite
Physicbody
SpaceShip
...
System : A class with a list of components. (Component logic)
EntityManager
Renderer
Input
Camera
...
Entity…
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After asking two questions on Entity Systems (1, 2), and reading some articles on them, I think that I understand them much better than before.
But, I still have some uncertainties, and mainly they are about building a Particle Emitter, an Input system, and a Camera. I obviously still have some problems…
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