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Mastering LibGDX Game Development

You're reading from   Mastering LibGDX Game Development Leverage the power of LibGDX to create a fully functional, customizable RPG game for your own commercial title

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Product type Paperback
Published in Nov 2015
Publisher
ISBN-13 9781785289361
Length 420 pages
Edition 1st Edition
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Author (1):
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Patrick Hoey Patrick Hoey
Author Profile Icon Patrick Hoey
Patrick Hoey
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Table of Contents (12) Chapters Close

Preface 1. As the Prophecy Foretold, a Hero is Born 2. Welcome to the Land of BludBourne FREE CHAPTER 3. It's Pretty Lonely in BludBourne… 4. Where Do I Put My Stuff? 5. Time to Breathe Some Life into This Town 6. So Many Quests, So Little Time… 7. Time to Show These Monsters Who's the Boss 8. Oh, No! Looks Like Drama! 9. Time to Set the Mood 10. Prophecy Fulfilled, Our Hero Awaits the Next Adventure Index

The Entity Component System design pattern

The model that we are going to implement for our game objects is typically referred to as the Entity Component System, which is a pattern that uses composition over inheritance to manage the game objects. The entity defined in ECS is a general purpose object that contains some unique ID and is a container for all the components. The component defined in ECS determines how the entity interacts with the world and owns its own domain, such as physics, graphic updates, or input handling. Finally, the system defined in ECS determines how the entity and its constituent components get updated throughout the lifetime of the game. As a quick note, this pattern is discussed in much more detail in Game Programming Patterns by Robert Nystrom under the Component chapter.

Like most design decisions in software development, the ECS model doesn't come without its own host of tradeoffs. One issue is since these entities are now composed of different components...

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