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SFML projects / Re: Game Development Design articles
« on: April 01, 2013, 07:28:14 pm »
The fact is that both MUST require the same position attribute, or it's not really an entity position.
Entity-system doesn't make entity handle the properties of subsystem, you won't add a AIi_node[] attribute for example. But if AI need position, it knows where to find it, and can eventually update it (though i don't see any advantage to edit it in AI_system :p).
Position is an ENTITY attribute and not an AI attribute.
in this way, i'm thinking about adding a subset of properties as "capabilities" (for example collidable, gravitable, extandable, etc) that would induce a defined way to make entities, and I have in mind an incredible idea of adding "behavior" classes, but can't determine why either how implement this yet.
edit:
You must define a new attribute that represent the next position you want to get to, the AI calculator would set it, and the Physic/Logic/Interpolating system would use it to update the position/velocity or other.
Entity-system doesn't make entity handle the properties of subsystem, you won't add a AIi_node[] attribute for example. But if AI need position, it knows where to find it, and can eventually update it (though i don't see any advantage to edit it in AI_system :p).
Position is an ENTITY attribute and not an AI attribute.
in this way, i'm thinking about adding a subset of properties as "capabilities" (for example collidable, gravitable, extandable, etc) that would induce a defined way to make entities, and I have in mind an incredible idea of adding "behavior" classes, but can't determine why either how implement this yet.
edit:
You must define a new attribute that represent the next position you want to get to, the AI calculator would set it, and the Physic/Logic/Interpolating system would use it to update the position/velocity or other.