Sign Up

Sign Up to our social questions and Answers Engine to ask questions, answer people’s questions, and connect with other people.

Have an account? Sign In

Have an account? Sign In Now

Sign In

Login to our social questions & Answers Engine to ask questions answer people’s questions & connect with other people.

Sign Up Here

Forgot Password?

Don't have account, Sign Up Here

Forgot Password

Lost your password? Please enter your email address. You will receive a link and will create a new password via email.

Have an account? Sign In Now

You must login to ask a question.

Forgot Password?

Need An Account, Sign Up Here

Please briefly explain why you feel this question should be reported.

Please briefly explain why you feel this answer should be reported.

Please briefly explain why you feel this user should be reported.

Sign InSign Up

The Archive Base

The Archive Base Logo The Archive Base Logo

The Archive Base Navigation

  • SEARCH
  • Home
  • About Us
  • Blog
  • Contact Us
Search
Ask A Question

Mobile menu

Close
Ask a Question
  • Home
  • Add group
  • Groups page
  • Feed
  • User Profile
  • Communities
  • Questions
    • New Questions
    • Trending Questions
    • Must read Questions
    • Hot Questions
  • Polls
  • Tags
  • Badges
  • Buy Points
  • Users
  • Help
  • Buy Theme
  • SEARCH
Home/ Questions/Q 6876499
In Process

The Archive Base Latest Questions

Editorial Team
  • 0
Editorial Team
Asked: May 27, 20262026-05-27T04:29:05+00:00 2026-05-27T04:29:05+00:00

I’m using a composite design in my current game which works pretty well. All

  • 0

I’m using a composite design in my current game which works pretty well. All game objects are either instances of GameObject or are direct descendants of it… some objects implement a particular interface such as weapons, so that they can be “used” by other objects or simply whenever they need additional shared data/methods. However, I’m beginning to integrate box2d into the game at the moment, but I’m having an issue with composition in this case. For example, a sprite gets rendered in the sprite render component and the objects properties such as material, get applied during rendering, but in cases such as projectiles,

I’m finding I need to essentially code the same stuff twice: the base projectile has an ‘onFire’,’onExpire’, etc method because weapons always own projectiles and as such, call those methods directly. However, trying to sync that data with the projectile physics component, just seems like a waste of time to me. I think in this case, I should possibly make the projectiles themselves “own” the physics body, where as the projectile physics component, would handle the onCollision events, and updating the positions.. That would just seem cleaner to me. Now I of course realize that in doing so, I’m explicitly coupling the projectile object with box2d, but for my needs, that would be fine.

I just really would like some input on this because as of right now, I’m just having a lot of issues trying to make the same composite design that other objects use, fit my needs with projectiles. Note that I’m not worried about being a composite purest, my aim is to create a game, not the 2D equivalent of the source engine 😉

  • 1 1 Answer
  • 0 Views
  • 0 Followers
  • 0
Share
  • Facebook
  • Report

Leave an answer
Cancel reply

You must login to add an answer.

Forgot Password?

Need An Account, Sign Up Here

1 Answer

  • Voted
  • Oldest
  • Recent
  • Random
  1. Editorial Team
    Editorial Team
    2026-05-27T04:29:06+00:00Added an answer on May 27, 2026 at 4:29 am

    For example, a sprite gets rendered in the sprite render component and the objects properties such as material, get applied during rendering, but in cases such as projectiles,

    It is untipical for 2d. In 3d Material affects reflection and lighting, but in 2d it’s a rarely case.

    I think in this case, I should possibly make the projectiles themselves “own” the physics body

    Yes, any simulated object should have a body with any fixture attached. Use isBullte = true flagfor your projectiles.
    If your game logic needs call some methods on your projectiles, just keep list of references, but you don’t need composition for that.

    • 0
    • Reply
    • Share
      Share
      • Share on Facebook
      • Share on Twitter
      • Share on LinkedIn
      • Share on WhatsApp
      • Report

Sidebar

Related Questions

That's pretty much it. I'm using Nokogiri to scrape a web page what has
I have a text area in my form which accepts all possible characters from
I have a string like this: La Torre Eiffel paragonata all’Everest What PHP function
I'm new to using the Perl treebuilder module for HTML parsing and can't figure
link Im having trouble converting the html entites into html characters, (&# 8217;) i
I am trying to understand how to use SyndicationItem to display feed which is
I used javascript for loading a picture on my website depending on which small
I'm using v2.0 of ClassTextile.php, with the following call: $testimonial_text = $textile->TextileRestricted($_POST['testimonial']); ... and
We're building an app, our first using Rails 3, and we're having to build
I'm parsing an RSS feed that has an ’ in it. SimpleXML turns this

Explore

  • Home
  • Add group
  • Groups page
  • Communities
  • Questions
    • New Questions
    • Trending Questions
    • Must read Questions
    • Hot Questions
  • Polls
  • Tags
  • Badges
  • Users
  • Help
  • SEARCH

Footer

© 2021 The Archive Base. All Rights Reserved
With Love by The Archive Base

Insert/edit link

Enter the destination URL

Or link to existing content

    No search term specified. Showing recent items. Search or use up and down arrow keys to select an item.