Right now we’ve got a player character in our game who can shoot some bullets out of his weapon. Both the player and the bullets were defined in the LevelSystem, defining their components and settings hard-coded.
This is surely not what we want for a bigger game where a game designer should be able to adjust the settings without the help of a programmer and where we don’t want to recompile the game each time we change the values.
Continue reading Creating a component-based game (Part IV: Blueprints)
In the last post about Component-based entity systems I talked about the way you can structure your project if you are using CBES. Now it’s time to start diving into the guts of our implementation to see how it works behind the scenes.
I’ll start with some of the work horses of our framework, namely the Component, Entity and Blueprint managers.
Continue reading CBES – Entity Manager and Co.