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Entity Systems and External Libraries How can I utilize external libraries within an entity system?

I'm implementing an entity system for self educational purposes. I wanted to focus on the system itself and don't know much about rendering and physics, so I'm using external libraries for thisthose tasks.

These libraries come with pre-defined classes for their objects. (Spritessprites, Bodiesbodies, etc.) These do not fit into my entity system easily.

How can I utilize existing libraries and classes within an entity system?

Entity Systems and External Libraries

I'm implementing an entity system for self educational purposes. I wanted to focus on the system itself and don't know much about rendering and physics, so I'm using external libraries for this.

These libraries come with pre-defined classes for their objects. (Sprites, Bodies etc.) These do not fit into my entity system easily.

How can I utilize existing libraries and classes within an entity system?

How can I utilize external libraries within an entity system?

I'm implementing an entity system for educational purposes. I wanted to focus on the system itself and don't know much about rendering and physics, so I'm using external libraries for those tasks.

These libraries come with pre-defined classes for their objects (sprites, bodies, etc.) These do not fit into my entity system easily.

How can I utilize existing libraries and classes within an entity system?

editting per "is my approach viable meta, http://meta.gamedev.stackexchange.com/questions/1509/what-direction-should-we-give-askers-of-is-my-approach-viable-questions
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Seth Battin
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Currently I'm implementing an entity system for self educational purposes.

I I wanted to focus on the system itself and don't know much about rendering and physics. So, so I'm using external libraries for this.

The thing is, thoseThese libraries come with pre-defined classes for their objects. (Sprites, Bodies etc.)

How would you handle this?

Using these libs directly and using (for example) objects of the engine-specific Sprite class as an component and rendering it in the These do not fit into my entity system which wraps the engineeasily.

Or

Using a generic Sprite component, which defines dimensions/positions How can I utilize existing libraries and map those, when changed, inside of theclasses within an entity system, which wraps the engine, to the engine-specific Sprite-class.?

Currently I'm implementing an entity system for self educational purposes.

I wanted to focus on the system itself and don't know much about rendering and physics. So I'm using external libraries for this.

The thing is, those libraries come with pre-defined classes for their objects. (Sprites, Bodies etc.)

How would you handle this?

Using these libs directly and using (for example) objects of the engine-specific Sprite class as an component and rendering it in the system which wraps the engine.

Or

Using a generic Sprite component, which defines dimensions/positions and map those, when changed, inside of the system, which wraps the engine, to the engine-specific Sprite-class.

I'm implementing an entity system for self educational purposes. I wanted to focus on the system itself and don't know much about rendering and physics, so I'm using external libraries for this.

These libraries come with pre-defined classes for their objects. (Sprites, Bodies etc.) These do not fit into my entity system easily.

How can I utilize existing libraries and classes within an entity system?

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K..
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Entity Systems and External Libraries

Currently I'm implementing an entity system for self educational purposes.

I wanted to focus on the system itself and don't know much about rendering and physics. So I'm using external libraries for this.

The thing is, those libraries come with pre-defined classes for their objects. (Sprites, Bodies etc.)

How would you handle this?

Using these libs directly and using (for example) objects of the engine-specific Sprite class as an component and rendering it in the system which wraps the engine.

Or

Using a generic Sprite component, which defines dimensions/positions and map those, when changed, inside of the system, which wraps the engine, to the engine-specific Sprite-class.