Search found 45 matches

by Trefall
Sat Jan 08, 2011 1:35 pm
Forum: Code Snippets
Topic: Component-based Entities using Properties
Replies: 30
Views: 20477

I will not argue that argument, because I do absolutely agree that your last example is more convenient. Is there a way to catch it when for example object.hp is given a new value? I need to push this into the C++ property system so that listeners can react to values changing you see.

I've fiddled ...
by Trefall
Sun Dec 19, 2010 3:08 pm
Forum: Code Snippets
Topic: Component-based Entities using Properties
Replies: 30
Views: 20477

How is that more convenient than:

Code: Select all

object:GetHP()
object:SetHP(hp)
object:GetOrientation()
object:SetOrientation(orientation)
etc?
by Trefall
Mon Dec 06, 2010 12:09 am
Forum: Code Snippets
Topic: Component-based Entities using Properties
Replies: 30
Views: 20477

Just posted a journal entry in my GameDev.Net blog about how I integrated scripted components for my component system using Lua and LuaPlus C++ API.

http://www.gamedev.net/community/forums ... id=3742065
by Trefall
Mon Sep 06, 2010 6:06 am
Forum: Code Snippets
Topic: Component-based Entities using Properties
Replies: 30
Views: 20477

PTrefall_ANTISPAM[AT]gmail[DOT]com

then take out the _ANTISPAM and you should be good to go :) I don't use that account for emails, only for GTalk btw.
by Trefall
Sun Sep 05, 2010 5:32 pm
Forum: Code Snippets
Topic: Component-based Entities using Properties
Replies: 30
Views: 20477

I'm glad to hear you like the entity system Cyrano :) And yes, the source code resides on a SVN repository, so TortoiseSVN is a good choice of client for downloading the code (I use that).

I'm still working and improving this system. Over the course of the summer vacation, I've added XML loading of ...
by Trefall
Tue Apr 13, 2010 7:33 am
Forum: Code Snippets
Topic: Component-based Entities using Properties
Replies: 30
Views: 20477

savuporo, over at Ogre3D forum, provided me with a patch a while back to extract the ClanLib dependency from the Entity Engine source code. I've now finally gotten around to implement it.

Check out Types_ClanLib.h for typedefs. Changing dependencies to a different library, like Boost, now only ...
by Trefall
Sun Apr 11, 2010 7:58 pm
Forum: Code Snippets
Topic: Component-based Entities using Properties
Replies: 30
Views: 20477

I've done a bit of updating to my source-code for the component system. Among other things I added an event system that sides with the commands system. I also added in the necessary source from ClanLib, so that the code will compile straight out from the box (at least for those running VC++).

I ...
by Trefall
Thu Jan 21, 2010 10:38 pm
Forum: Code Snippets
Topic: Component-based Entities using Properties
Replies: 30
Views: 20477

Thank you Serengeor.

Edit: the sample code is outdated (I mean the main.cpp in SVN )

I'm afraid there is no samplecode available, only the examples given in the readme.

http://svn2.xp-dev.com/svn/Trefall-ComponentSystem/Source

The game I'm working on won't be released open source I'm afraid ...
by Trefall
Sat Nov 14, 2009 2:35 pm
Forum: Code Snippets
Topic: Component-based Entities using Properties
Replies: 30
Views: 20477

Just commited a fairly large update to the component system. It breaks backwards compatibility, but holds a lot of cleanup and also adds a type serializer, written by Kenneth Gangstø aka Sphair, which I'm doing this component system with (we use it in our game project). It gets rid of the ...
by Trefall
Wed Oct 28, 2009 6:21 pm
Forum: Code Snippets
Topic: Component-based Entities using Properties
Replies: 30
Views: 20477

Yeah, that's a perfectly justifiable reason. Don't want to bloat code too much when using it for learning. Like MrMike says in his Game Coding Complete books, he would've liked to have error checking and exception handling going out the roof, but then nobody would be able to read the code :P

I ...
by Trefall
Wed Oct 28, 2009 11:33 am
Forum: Code Snippets
Topic: Component-based Entities using Properties
Replies: 30
Views: 20477

oh trefall is that actually the implementation you ment? or did i get your system discribtion?

I'm not sure I understand what you're asking here. Are you asking if you implemented the system how I intended for it to be used?

I'd have to say, to a certain degree you did :)

Myself, I'd probably ...
by Trefall
Wed Oct 28, 2009 10:59 am
Forum: Code Snippets
Topic: Component-based Entities using Properties
Replies: 30
Views: 20477

Great job her Sudi! You took some of the ideas and put them to use with how you like to structure your code, and it worked great :D

I saw some dangerous stuff in there, that myself I'd be a little careful doing, like you pass the properties with events through the Base_Property without managing ...
by Trefall
Tue Oct 27, 2009 4:46 pm
Forum: Code Snippets
Topic: Component-based Entities using Properties
Replies: 30
Views: 20477

Ah, that's great to hear Sudi! And thank you Serengeor for a bit of enthusiasm ;)

In fact we're currently using it, mainly on the server, of our game now, and have nothing but good experiences with it thus far. We haven't stress tested it yet though, nor pulled it through any optimization, so it ...
by Trefall
Mon Oct 26, 2009 11:39 am
Forum: FAQs, Tutorials, Howtos, and external tool lists
Topic: Component-based Entities and how they communicate
Replies: 25
Views: 27759

A new approach to component-based entities using Properties was posted over at the Code Snippets forum:
http://irrlicht.sourceforge.net/phpBB2/ ... hp?t=35666
by Trefall
Mon Oct 26, 2009 11:36 am
Forum: Code Snippets
Topic: Component-based Entities using Properties
Replies: 30
Views: 20477

Component-based Entities using Properties

Component-based Entities using Properties

Introduction
This is my second public design for using compoents with entities to prevent deep hierarchy problems and make the game object difinition more data-driven. By data-driven, I mean that you can define your game objects in for example XML ...