<?xml version="1.0"?><?xml-stylesheet type="text/xsl" href="http://www.codeplex.com/rss.xsl"?><rss version="2.0"><channel><title>Elephant Game Framework</title><link>http://www.codeplex.com/elephant/Project/ProjectRss.aspx</link><description>Elephant is a small Game Framework, currently set with a focus on game development through Microsoft XNA.   Its goal is to provide developers with a quick, easy, robust and flexible way to produce ga...</description><item><title>UPDATED WIKI: Home</title><link>http://www.codeplex.com/elephant/Wiki/View.aspx?title=Home&amp;version=35</link><description>&lt;div class="wikidoc"&gt;
&lt;b&gt;Navigation:&lt;/b&gt;&lt;br /&gt;&lt;a href="http://www.codeplex.com/elephant/Wiki/View.aspx?title=Home&amp;amp;referringTitle=Home"&gt;Home&lt;/a&gt; / Documentation / &lt;a href="http://www.codeplex.com/elephant/Wiki/View.aspx?title=Showcase&amp;amp;referringTitle=Home"&gt;Showcase&lt;/a&gt;&lt;br /&gt; &lt;br /&gt;&lt;h1&gt;
IMPORTANT
&lt;/h1&gt;This project has been discontinued, but source remains in case someone wants to see an implementation of a component based entity systen (as described in the Game Programming Gems book series).&lt;br /&gt; &lt;br /&gt;&lt;ul&gt;
&lt;ul&gt;
&lt;li&gt;&lt;img src="http://www.codeplex.com/Project/Download/FileDownload.aspx?ProjectName=elephant&amp;amp;DownloadId=17227" alt="elephant_composition.png" /&gt;&lt;/li&gt;
&lt;/ul&gt;
&lt;/ul&gt;
&lt;/div&gt;</description><author>shrt</author><pubDate>Thu, 06 Dec 2007 19:51:55 GMT</pubDate><guid isPermaLink="false">UPDATED WIKI: Home 20071206075155P</guid></item><item><title>UPDATED WIKI: Home</title><link>http://www.codeplex.com/elephant/Wiki/View.aspx?title=Home&amp;version=34</link><description>&lt;div class="wikidoc"&gt;
&lt;b&gt;Navigation:&lt;/b&gt;&lt;br /&gt;&lt;a href="http://www.codeplex.com/elephant/Wiki/View.aspx?title=Home&amp;amp;referringTitle=Home"&gt;Home&lt;/a&gt; / &lt;a href="http://wiki.shrt.info/Elephant.ashx" class="externalLink"&gt;Documentation&lt;span class="externalLinkIcon"&gt;&lt;/span&gt;&lt;/a&gt; / &lt;a href="http://www.codeplex.com/elephant/Wiki/View.aspx?title=Showcase&amp;amp;referringTitle=Home"&gt;Showcase&lt;/a&gt;&lt;br /&gt;&lt;h1&gt;
Recent News
&lt;/h1&gt;&lt;ul&gt;
&lt;li&gt;&lt;b&gt;September 11th, 2007&lt;/b&gt;&lt;/li&gt;&lt;ul&gt;
&lt;li&gt;Documentation along with other information can from now on be found &lt;a href="http://wiki.shrt.info/Elephant.ashx" class="externalLink"&gt;here&lt;span class="externalLinkIcon"&gt;&lt;/span&gt;&lt;/a&gt;.&lt;/li&gt;
&lt;/ul&gt;&lt;li&gt;&lt;b&gt;August 12th, 2007&lt;/b&gt;&lt;/li&gt;&lt;ul&gt;
&lt;li&gt;Added a &lt;a href="http://www.codeplex.com/elephant/Wiki/View.aspx?title=Showcase&amp;amp;referringTitle=Home"&gt;Showcase&lt;/a&gt; page, showing off some projects using the framework. :)&lt;/li&gt;
&lt;/ul&gt;&lt;li&gt;&lt;a href="http://www.codeplex.com/elephant/Wiki/View.aspx?title=Archives&amp;amp;referringTitle=Home"&gt;Archives&lt;/a&gt;&lt;/li&gt;
&lt;/ul&gt;&lt;h1&gt;
Introduction
&lt;/h1&gt;&lt;h2&gt;
What is it
&lt;/h2&gt;Serving as the foundation for any game project, from prototype to the real deal, Elephant is a small and lightweight game framework that offers an aggregation based approach to composing, and managing game objects.&lt;br /&gt;Its goal is to provide developers with a quick, easy, robust and flexible foundation to produce game prototypes, or even fully-fledged games.&lt;br /&gt;&lt;h2&gt;
How does it work
&lt;/h2&gt;Elephant uses a component-model structure in which you visualize the world as a collection of entities and an entity as a collection of components (behaviors/functionalities). This concept is known as aggregation (entities are aggregates of components), and is an alternative to the old, most commonly used, way of inheritance where a complex game will end up with deep hierarchies of heavily specialized game objects.&lt;br /&gt; &lt;br /&gt;Through the component-model implementation we force functionality out of all these specialized game objects, and move it into smaller, more maintainable, independent and self-contained components that will then offer the specific functionality - ready to serve as part of an entity.&lt;br /&gt; &lt;br /&gt;&lt;ul&gt;
&lt;ul&gt;
&lt;li&gt;&lt;img src="http://www.codeplex.com/elephant/Project/FileDownload.aspx?DownloadId=17227" alt="elephant_composition.png" /&gt;&lt;/li&gt;
&lt;/ul&gt;
&lt;/ul&gt;&lt;h2&gt;
Why is it useful
&lt;/h2&gt;Since the system allows for run-time composition of entities and great re-usability of components, a world of data-driven goodness opens up. &lt;br /&gt; &lt;br /&gt;By implementing your game idea using Elephant, you will achieve:&lt;br /&gt;&lt;ul&gt;
&lt;li&gt;Easily maintainable code&lt;/li&gt;&lt;li&gt;Great re-usability of code, without introducing redundancy&lt;/li&gt;&lt;li&gt;Run-time composition of entities&lt;/li&gt;&lt;li&gt;Data-driven possibilities&lt;/li&gt;
&lt;/ul&gt; &lt;br /&gt; &lt;br /&gt;&lt;b&gt;Links&lt;/b&gt;&lt;br /&gt;&lt;ul&gt;
&lt;li&gt;&lt;b&gt;References&lt;/b&gt;&lt;/li&gt;&lt;ul&gt;
&lt;li&gt;Game Programming Gems 6, 4.6, &amp;quot;Game Object Component System&amp;quot;&lt;/li&gt;
&lt;/ul&gt;&lt;li&gt;&lt;b&gt;Other&lt;/b&gt;&lt;/li&gt;&lt;ul&gt;
&lt;li&gt;Mick West,  &lt;a href="http://cowboyprogramming.com/2007/01/05/evolve-your-heirachy/" class="externalLink"&gt;&amp;quot;Evolve Your Heirachy&amp;quot;&lt;span class="externalLinkIcon"&gt;&lt;/span&gt;&lt;/a&gt; (great explanation)&lt;/li&gt;&lt;li&gt;OTEE Unity3D, &lt;a href="http://unity3d.com/" class="externalLink"&gt;http://unity3d.com/&lt;span class="externalLinkIcon"&gt;&lt;/span&gt;&lt;/a&gt; (great inspiration)&lt;/li&gt;
&lt;/ul&gt;
&lt;/ul&gt;
&lt;/div&gt;</description><author>shrt</author><pubDate>Tue, 11 Sep 2007 20:43:41 GMT</pubDate><guid isPermaLink="false">UPDATED WIKI: Home 20070911084341P</guid></item><item><title>UPDATED WIKI: Home</title><link>http://www.codeplex.com/elephant/Wiki/View.aspx?title=Home&amp;version=33</link><description>&lt;div class="wikidoc"&gt;
&lt;b&gt;Navigation:&lt;/b&gt;&lt;br /&gt;&lt;a href="http://www.codeplex.com/elephant/Wiki/View.aspx?title=Home&amp;amp;referringTitle=Home"&gt;Home&lt;/a&gt; / Documentation / &lt;a href="http://www.codeplex.com/elephant/Wiki/View.aspx?title=Showcase&amp;amp;referringTitle=Home"&gt;Showcase&lt;/a&gt; / Tutorials Examples&lt;br /&gt;&lt;h1&gt;
Recent News
&lt;/h1&gt;&lt;ul&gt;
&lt;li&gt;&lt;b&gt;August 12th, 2007&lt;/b&gt;&lt;/li&gt;&lt;ul&gt;
&lt;li&gt;Added a &lt;a href="http://www.codeplex.com/elephant/Wiki/View.aspx?title=Showcase&amp;amp;referringTitle=Home"&gt;Showcase&lt;/a&gt; page, showing off some projects using the framework. :)&lt;/li&gt;
&lt;/ul&gt;&lt;li&gt;&lt;a href="http://www.codeplex.com/elephant/Wiki/View.aspx?title=Archives&amp;amp;referringTitle=Home"&gt;Archives&lt;/a&gt;&lt;/li&gt;
&lt;/ul&gt;&lt;h1&gt;
Introduction
&lt;/h1&gt;&lt;h2&gt;
What is it
&lt;/h2&gt;Serving as the foundation for any game project, from prototype to the real deal, Elephant is a small and lightweight game framework that offers an aggregation based approach to composing, and managing game objects.&lt;br /&gt;Its goal is to provide developers with a quick, easy, robust and flexible foundation to produce game prototypes, or even fully-fledged games.&lt;br /&gt;&lt;h2&gt;
How does it work
&lt;/h2&gt;Elephant uses a component-model structure in which you visualize the world as a collection of entities and an entity as a collection of components (behaviors/functionalities). This concept is known as aggregation (entities are aggregates of components), and is an alternative to the old, most commonly used, way of inheritance where a complex game will end up with deep hierarchies of heavily specialized game objects.&lt;br /&gt; &lt;br /&gt;Through the component-model implementation we force functionality out of all these specialized game objects, and move it into smaller, more maintainable, independent and self-contained components that will then offer the specific functionality - ready to serve as part of an entity.&lt;br /&gt; &lt;br /&gt;&lt;ul&gt;
&lt;ul&gt;
&lt;li&gt;&lt;img src="http://www.codeplex.com/elephant/Project/FileDownload.aspx?DownloadId=17227" alt="elephant_composition.png" /&gt;&lt;/li&gt;
&lt;/ul&gt;
&lt;/ul&gt;&lt;h2&gt;
Why is it useful
&lt;/h2&gt;Since the system allows for run-time composition of entities and great re-usability of components, a world of data-driven goodness opens up. &lt;br /&gt; &lt;br /&gt;By implementing your game idea using Elephant, you will achieve:&lt;br /&gt;&lt;ul&gt;
&lt;li&gt;Easily maintainable code&lt;/li&gt;&lt;li&gt;Great re-usability of code, without introducing redundancy&lt;/li&gt;&lt;li&gt;Run-time composition of entities&lt;/li&gt;&lt;li&gt;Data-driven possibilities&lt;/li&gt;
&lt;/ul&gt; &lt;br /&gt; &lt;br /&gt;&lt;b&gt;Links&lt;/b&gt;&lt;br /&gt;&lt;ul&gt;
&lt;li&gt;&lt;b&gt;References&lt;/b&gt;&lt;/li&gt;&lt;ul&gt;
&lt;li&gt;Game Programming Gems 6, 4.6, &amp;quot;Game Object Component System&amp;quot;&lt;/li&gt;
&lt;/ul&gt;&lt;li&gt;&lt;b&gt;Other&lt;/b&gt;&lt;/li&gt;&lt;ul&gt;
&lt;li&gt;Mick West,  &lt;a href="http://cowboyprogramming.com/2007/01/05/evolve-your-heirachy/" class="externalLink"&gt;&amp;quot;Evolve Your Heirachy&amp;quot;&lt;span class="externalLinkIcon"&gt;&lt;/span&gt;&lt;/a&gt; (great explanation)&lt;/li&gt;&lt;li&gt;OTEE Unity3D, &lt;a href="http://unity3d.com/" class="externalLink"&gt;http://unity3d.com/&lt;span class="externalLinkIcon"&gt;&lt;/span&gt;&lt;/a&gt; (great inspiration)&lt;/li&gt;
&lt;/ul&gt;
&lt;/ul&gt;
&lt;/div&gt;</description><author>shrt</author><pubDate>Tue, 11 Sep 2007 08:56:27 GMT</pubDate><guid isPermaLink="false">UPDATED WIKI: Home 20070911085627A</guid></item><item><title>UPDATED WIKI: Archives</title><link>http://www.codeplex.com/elephant/Wiki/View.aspx?title=Archives&amp;version=2</link><description>&lt;div class="wikidoc"&gt;
&lt;h1&gt;
Archived News
&lt;/h1&gt;&lt;ul&gt;
&lt;li&gt;&lt;b&gt;August 12th, 2007&lt;/b&gt;&lt;/li&gt;&lt;ul&gt;
&lt;li&gt;Added a Showcase page, showing off some projects using the framework. :)&lt;/li&gt;
&lt;/ul&gt;&lt;li&gt;&lt;b&gt;July 14th, 2007&lt;/b&gt;&lt;/li&gt;&lt;ul&gt;
&lt;li&gt;Documentation is now available in PDF. Link can be found in the navigation menu. :)&lt;/li&gt;
&lt;/ul&gt;
&lt;/ul&gt;
&lt;/div&gt;</description><author>shrt</author><pubDate>Mon, 10 Sep 2007 14:43:52 GMT</pubDate><guid isPermaLink="false">UPDATED WIKI: Archives 20070910024352P</guid></item><item><title>UPDATED WIKI: Home</title><link>http://www.codeplex.com/elephant/Wiki/View.aspx?title=Home&amp;version=32</link><description>&lt;div class="wikidoc"&gt;
&lt;b&gt;Navigation:&lt;/b&gt;&lt;br /&gt;&lt;a href="http://www.codeplex.com/elephant/Wiki/View.aspx?title=Home&amp;amp;referringTitle=Home"&gt;Home&lt;/a&gt; / Documentation / &lt;a href="http://www.codeplex.com/elephant/Wiki/View.aspx?title=Showcase&amp;amp;referringTitle=Home"&gt;Showcase&lt;/a&gt; / Tutorials Examples&lt;br /&gt;&lt;h1&gt;
Recent News
&lt;/h1&gt;&lt;ul&gt;
&lt;li&gt;&lt;b&gt;August 12th, 2007&lt;/b&gt;&lt;/li&gt;&lt;ul&gt;
&lt;li&gt;Added a &lt;a href="http://www.codeplex.com/elephant/Wiki/View.aspx?title=Showcase&amp;amp;referringTitle=Home"&gt;Showcase&lt;/a&gt; page, showing off some projects using the framework. :)&lt;/li&gt;
&lt;/ul&gt;&lt;li&gt;&lt;a href="http://www.codeplex.com/elephant/Wiki/View.aspx?title=Archives&amp;amp;referringTitle=Home"&gt;Archives&lt;/a&gt;&lt;/li&gt;
&lt;/ul&gt;&lt;h1&gt;
Introduction
&lt;/h1&gt;&lt;h2&gt;
What is it
&lt;/h2&gt;Elephant is a small Game Framework, currently set with a focus on game development through Microsoft XNA. &lt;br /&gt;Its goal is to provide developers with a quick, easy, robust and flexible way to produce game prototypes, or even full-fledged games.&lt;br /&gt;&lt;h2&gt;
How does it work
&lt;/h2&gt;Elephant uses a component-model structure in which you visualize the world as a collection of entities and an entity as a collection of components (behaviors/functionalities). This concept is known as aggregation (entities are aggregates of components), and is an alternative to the old, most commonly used, way of inheritance where a complex game will end up with deep hierarchies of heavily specialized game objects.&lt;br /&gt; &lt;br /&gt;Through the component-model implementation we force functionality out of all these specialized game objects, and move it into smaller, more maintainable, independent and self-contained components that will then offer the specific functionality - ready to serve as part of an entity.&lt;br /&gt; &lt;br /&gt;&lt;ul&gt;
&lt;ul&gt;
&lt;li&gt;&lt;img src="http://www.codeplex.com/elephant/Project/FileDownload.aspx?DownloadId=17227" alt="elephant_composition.png" /&gt;&lt;/li&gt;
&lt;/ul&gt;
&lt;/ul&gt;&lt;h2&gt;
Why is it useful
&lt;/h2&gt;Since the system allows for run-time composition of entities and great re-usability of components, a world of data-driven goodness opens up. &lt;br /&gt; &lt;br /&gt;By implementing your game idea using Elephant, you will achieve:&lt;br /&gt;&lt;ul&gt;
&lt;li&gt;Easily maintainable code&lt;/li&gt;&lt;li&gt;Great re-usability of code, without introducing redundancy&lt;/li&gt;&lt;li&gt;Run-time composition of entities&lt;/li&gt;&lt;li&gt;Data-driven possibilities&lt;/li&gt;
&lt;/ul&gt; &lt;br /&gt; &lt;br /&gt;&lt;b&gt;Links&lt;/b&gt;&lt;br /&gt;&lt;ul&gt;
&lt;li&gt;&lt;b&gt;References&lt;/b&gt;&lt;/li&gt;&lt;ul&gt;
&lt;li&gt;Game Programming Gems 6, 4.6, &amp;quot;Game Object Component System&amp;quot;&lt;/li&gt;
&lt;/ul&gt;&lt;li&gt;&lt;b&gt;Other&lt;/b&gt;&lt;/li&gt;&lt;ul&gt;
&lt;li&gt;Mick West,  &lt;a href="http://cowboyprogramming.com/2007/01/05/evolve-your-heirachy/" class="externalLink"&gt;&amp;quot;Evolve Your Heirachy&amp;quot;&lt;span class="externalLinkIcon"&gt;&lt;/span&gt;&lt;/a&gt; (great explanation)&lt;/li&gt;&lt;li&gt;OTEE Unity3D, &lt;a href="http://unity3d.com/" class="externalLink"&gt;http://unity3d.com/&lt;span class="externalLinkIcon"&gt;&lt;/span&gt;&lt;/a&gt; (great inspiration)&lt;/li&gt;
&lt;/ul&gt;
&lt;/ul&gt;
&lt;/div&gt;</description><author>shrt</author><pubDate>Mon, 10 Sep 2007 14:42:42 GMT</pubDate><guid isPermaLink="false">UPDATED WIKI: Home 20070910024242P</guid></item><item><title>Source code checked in</title><link>http://www.codeplex.com/elephant/SourceControl/ListDownloadableCommits.aspx</link><description>&amp;#42; Changed namespaces in Elephant.Utility, so that you only have to reference Elephant.Utility.Components and not each sub-category.</description><author>shrt</author><pubDate>Mon, 10 Sep 2007 09:34:29 GMT</pubDate><guid isPermaLink="false">Source code checked in 20070910093429A</guid></item><item><title>CREATED ISSUE: Add feature to allow parameters in dependencies</title><link>http://www.codeplex.com/elephant/WorkItem/View.aspx?WorkItemId=1307</link><description>Components that are specified as dependencies must implement an empty constructor, and thus removing the possibility to pass parameters to a dependency upon construction.&lt;br /&gt;&lt;br /&gt;This is currently due to limitations on attributes used on classes&amp;#59; you can&amp;#39;t pass most stuff. Primitive datatypes are accepted, but stuff like Vector3.Zero is not.&lt;br/&gt;</description><author>shrt</author><pubDate>Fri, 07 Sep 2007 11:43:35 GMT</pubDate><guid isPermaLink="false">CREATED ISSUE: Add feature to allow parameters in dependencies 20070907114335A</guid></item><item><title>NEW POST: using XML for scene loading an saving</title><link>http://www.codeplex.com/elephant/Thread/View.aspx?ThreadId=14623</link><description>&lt;div class="wikidoc"&gt;
Yea, I used that in an early iteration, and it worked pretty good. However there were one major flaw with that approach; the Serializable attribute is not inherited, so it was not enough just marking EntityComponent with it. You had to mark every single component. Because of that I ditched the idea temporarily, but it is definitely something im gonna implement again at some point, when I get a better idea for a solution that is flexible enough to work for any component.&lt;br /&gt; &lt;br /&gt;:)&lt;br /&gt;
&lt;/div&gt;</description><author>shrt</author><pubDate>Mon, 03 Sep 2007 13:14:24 GMT</pubDate><guid isPermaLink="false">NEW POST: using XML for scene loading an saving 20070903011424P</guid></item><item><title>NEW POST: using XML for scene loading an saving</title><link>http://www.codeplex.com/elephant/Thread/View.aspx?ThreadId=14623</link><description>&lt;div class="wikidoc"&gt;
Hi, &lt;br /&gt; &lt;br /&gt;Why you not mark all game components with Seriable attribute and use XMLSerializer for save or loagind tha scene graph?&lt;br /&gt;
&lt;/div&gt;</description><author>adribeiro</author><pubDate>Mon, 03 Sep 2007 01:09:09 GMT</pubDate><guid isPermaLink="false">NEW POST: using XML for scene loading an saving 20070903010909A</guid></item><item><title>Source code checked in</title><link>http://www.codeplex.com/elephant/SourceControl/ListDownloadableCommits.aspx</link><description>&amp;#42; Added some xml files to SpinningPyramid sample, showing how to use the newly added xml template feature.</description><author>shrt</author><pubDate>Fri, 31 Aug 2007 23:20:24 GMT</pubDate><guid isPermaLink="false">Source code checked in 20070831112024P</guid></item><item><title>Source code checked in</title><link>http://www.codeplex.com/elephant/SourceControl/ListDownloadableCommits.aspx</link><description>Fixed an issue with EntityComponent.Start&amp;#40;&amp;#41; not being called in certain scenarios.&amp;#13;&amp;#10;Added CreateFrom method in EntityFactory to create an Entity from an XML template.&amp;#13;&amp;#10;Added EntityTemplateReader.&amp;#13;&amp;#10;Added EntityTemplate.&amp;#13;&amp;#10;Added ComponentTemplate.&amp;#13;&amp;#10;Added UsingMaterials sample.</description><author>shrt</author><pubDate>Fri, 31 Aug 2007 18:48:53 GMT</pubDate><guid isPermaLink="false">Source code checked in 20070831064853P</guid></item><item><title>CLOSED TASK: Add material component</title><link>http://www.codeplex.com/elephant/WorkItem/View.aspx?WorkItemId=925</link><description>The material component should, at its core, just be storing an Effect &amp;#40;shader&amp;#41;. This might seem like a waste, but would provide a way of encapsulating certain shader specific code away into a component.&lt;br /&gt;&lt;br /&gt;This is just an idea, and might not work&amp;#47;be useful in practice.&lt;br/&gt;Comments: Component available from 1.2.1 and later.</description><author>shrt</author><pubDate>Thu, 30 Aug 2007 09:27:00 GMT</pubDate><guid isPermaLink="false">CLOSED TASK: Add material component 20070830092700A</guid></item><item><title>CLOSED TASK: Add factory method to create entity from (xml) template</title><link>http://www.codeplex.com/elephant/WorkItem/View.aspx?WorkItemId=1017</link><description>Ability to compose entities from an editable file would ease editing of entities&amp;#47;components without changing any code, and thus make the system even more data-driven.&lt;br/&gt;Comments: Feature will be available from 1.2.1 and later. \o/</description><author>shrt</author><pubDate>Thu, 30 Aug 2007 09:23:13 GMT</pubDate><guid isPermaLink="false">CLOSED TASK: Add factory method to create entity from (xml) template 20070830092313A</guid></item><item><title>COMMENTED TASK: Add factory method to create entity from (xml) template</title><link>http://www.codeplex.com/elephant/WorkItem/View.aspx?WorkItemId=1017</link><description>Ability to compose entities from an editable file would ease editing of entities&amp;#47;components without changing any code, and thus make the system even more data-driven.&lt;br/&gt;Comments: ** Comment from web user: shrt ** &lt;p&gt;Update&amp;#58; current solution works perfectly fine, as long as no structs are involved - which is not good enough.&lt;/p&gt;</description><author>shrt</author><pubDate>Wed, 29 Aug 2007 11:38:41 GMT</pubDate><guid isPermaLink="false">COMMENTED TASK: Add factory method to create entity from (xml) template 20070829113841A</guid></item><item><title>CLOSED ISSUE: EntityComponent.Start() is never called in certain scenarios</title><link>http://www.codeplex.com/elephant/WorkItem/View.aspx?WorkItemId=1087</link><description>EntityComponent.Start&amp;#40;&amp;#41; is never called if component is added to an Entity after entity construction or after game initialization.&lt;br/&gt;Comments: Fixed as of 1.2.1 or later.</description><author>shrt</author><pubDate>Wed, 29 Aug 2007 11:27:30 GMT</pubDate><guid isPermaLink="false">CLOSED ISSUE: EntityComponent.Start() is never called in certain scenarios 20070829112730A</guid></item><item><title>CREATED ISSUE: EntityComponent.Start() is never called when component is added</title><link>http://www.codeplex.com/elephant/WorkItem/View.aspx?WorkItemId=1087</link><description>EntityComponent.Start&amp;#40;&amp;#41; is never called if component is added to an Entity after entity construction or after game initialization.&lt;br/&gt;</description><author>shrt</author><pubDate>Tue, 28 Aug 2007 19:10:16 GMT</pubDate><guid isPermaLink="false">CREATED ISSUE: EntityComponent.Start() is never called when component is added 20070828071016P</guid></item><item><title>COMMENTED TASK: Add factory method to create entity from (xml) template</title><link>http://www.codeplex.com/elephant/WorkItem/View.aspx?WorkItemId=1017</link><description>Ability to compose entities from an editable file would ease editing of entities&amp;#47;components without changing any code, and thus make the system even more data-driven.&lt;br/&gt;Comments: ** Comment from web user: shrt ** &lt;p&gt;Damn Field&amp;#47;PropertyInfo.SetValue on value types..&lt;/p&gt;</description><author>shrt</author><pubDate>Mon, 27 Aug 2007 11:30:47 GMT</pubDate><guid isPermaLink="false">COMMENTED TASK: Add factory method to create entity from (xml) template 20070827113047A</guid></item><item><title>CREATED TASK: Add factory method to create entity from (xml) template</title><link>http://www.codeplex.com/elephant/WorkItem/View.aspx?WorkItemId=1017</link><description>Ability to compose entities from an editable file would ease editing of entities&amp;#47;components without changing any code, and thus make the system even more data-driven.&lt;br/&gt;</description><author>shrt</author><pubDate>Sun, 26 Aug 2007 11:28:41 GMT</pubDate><guid isPermaLink="false">CREATED TASK: Add factory method to create entity from (xml) template 20070826112841A</guid></item><item><title>NEW POST: Physics, AI, Networking, etc... support</title><link>http://www.codeplex.com/elephant/Thread/View.aspx?ThreadId=14203</link><description>&lt;div class="wikidoc"&gt;
&lt;div class="quote"&gt;
 &lt;br /&gt;shrt wrote:&lt;br /&gt;Hi,&lt;br /&gt; &lt;br /&gt;Implementing some basic components wrapping functionality of, for example, a physics library is definitely a possibility and likely a good idea. However, as of now I prefer to have Elephant and Elephant.Utility as &amp;quot;lightweight&amp;quot; as possible, meaning they will only contain the most standard stuff.&lt;br /&gt; &lt;br /&gt;As for the idea about InputService, I have actually done that and was using such a service for my editor application (it had a property letting me know if focus were on the window or on a dialog). But using such a service requires that the user always adds this service, and always uses it in his components instead of just polling Mouse/Keyboard.GetState() directly. If only there were a way of hiding/replacing Mouse/Keyboard it would be way more plausible having such a service.&lt;br /&gt; &lt;br /&gt;I'll mark this as a work-item, to keep myself reminded. :)&lt;br /&gt; &lt;br /&gt;
&lt;/div&gt; &lt;br /&gt;Hi, &lt;br /&gt; &lt;br /&gt;i agree with you about InputService. The architecture aggregation based simplify, but i have a question about this, several time, we need  detect mouse collision with mouse, you think in simplify this work? Or you will create a Gui service like a &lt;a href="http://aaronkm.blogspot.com/index.html" class="externalLink"&gt;http://aaronkm.blogspot.com/index.html&lt;span class="externalLinkIcon"&gt;&lt;/span&gt;&lt;/a&gt;?&lt;br /&gt; &lt;br /&gt; &lt;br /&gt; &lt;br /&gt;
&lt;/div&gt;</description><author>adribeiro</author><pubDate>Thu, 23 Aug 2007 14:11:01 GMT</pubDate><guid isPermaLink="false">NEW POST: Physics, AI, Networking, etc... support 20070823021101P</guid></item><item><title>NEW POST: Physics, AI, Networking, etc... support</title><link>http://www.codeplex.com/elephant/Thread/View.aspx?ThreadId=14203</link><description>&lt;div class="wikidoc"&gt;
This discussion has been copied to a work item. Click here to &lt;a href="http://www.codeplex.com/elephant/WorkItem/View.aspx?WorkItemId=981"&gt;go to the work item and continue the discussion&lt;/a&gt;.&lt;br /&gt;
&lt;/div&gt;</description><author>shrt</author><pubDate>Thu, 23 Aug 2007 11:31:25 GMT</pubDate><guid isPermaLink="false">NEW POST: Physics, AI, Networking, etc... support 20070823113125A</guid></item></channel></rss>