Original Post
Hiya all, As many of you I'm working on my own game engine. I have had some trouble deciding which solution to go for regarding game entity systems, or game entity design if you will. I started off with a pretty straight-forward "functional" design, which worked, but was hard to maintain (read: aka. "spaghetti"-code). This was a long time ago. Since then I've been aiming to find a very re-usable and very easily extendable "generic" solution. First I implemented a component design scheme, pretty much like: http://cowboyprogramming.com/2007/01/05/evolve-your-heirachy/ . This solution worked fine, but I still thought that some parts could be made more generic. For one, I wanted to make methods in general re-usable. I found the article by Britt.L.Hannah which I guess many of you have seen (http://www.devmaster.net/articles/oo-game-design/), and implemented the design which proved to be very generic indeed. In fact, this design basically describes a non-deterministic finite automata (NFA), meaning that methods for transitioning between the states of entities may change at run-time. This meaning, basically, that one would be able to create the game at the same time as one is playing it, or if you will, that the whole game could be scripted. This would have been perfect if I was to create an app like, say, Gamemaker, but maybe not if I was aiming to 'just' create a game. So, the point of the thread: I realised that the best design is probably the design which solves the task as to what you are trying to accomplish. However, I would like to hear your thoughts on game design in general. How many have been down the same road? What did you do? Why? Cheers, Robert [Edited by - trasseltass on October 16, 2007 5:42:29 AM]
