Tagged Questions
2
votes
1answer
79 views
Where to put common System functionality in Entity-System Design?
I am working on an Entity System design based largely off of Adam Martin's design and Ray Wenderlich's Objective-C Implementation.
I am working on the AI system using a state machine with a System ...
1
vote
0answers
57 views
Events with Entity Component Systems
I'm currently working on an HTML5 top-down simple RPG game, and as a learning experience I'm building my own little engine from scratch. After reading around a little I decided to go with the Entity ...
2
votes
1answer
133 views
Different kinds of movement in component based entity system
I am writing a pong clone with a component based entity system.
But I am having trouble with the different kinds of movement in the game.
The problem is the following: My paddles will just move up ...
1
vote
1answer
165 views
Tilemap collision in component based entity system
I am trying to set up a collision system for a tilemap in my component based entity system, but having trouble with figuring out how to do so.
Currently I have the following approach:
My tilemap ...
0
votes
2answers
196 views
Attribute ownership in Entity Component systems
How do you typically handle data ownership in these systems?
Right now I just have a map that maps type(std::string or hashed int)->void* where outside sources can add attributes via a simple ...
1
vote
1answer
171 views
Server architecture software side
I'm making a game some like Terraria. I have a couple of prototypes, but most of them use a "entity-component-system"(ESC) and some custom terrain implementation. Now I've reached the part where I ...
3
votes
2answers
668 views
Tips for Component Based Entity System message handling
I'm trying to implement a component-based entity system but am a bit confused on how I should handle the messaging. There are two problems I'd like to resolve so I can test the system. Below is the ...
2
votes
2answers
390 views
In an Entity-Component System, how to represent the world/level/gameboard?
I am trying to learn more about Entity-Component Systems, and something that kinda stuck out at me was the question of how to represent the world in such a system? More specifically, I'm trying to do ...
2
votes
3answers
340 views
Component / Entity-based design => no inheritance at all?
[I understand that this this could be seen as a rather theoretical question, but I think it has real-application impact].
"Academic" base
With a component-based design one wants to get rid of the ...
3
votes
2answers
352 views
Where to generate data in an Entity-Component System?
So I'm making a small game where I generate 2D landscape using perlin noise when the game first loads.
I've got it working in a OO way, but want to move over to an ES architecure, and I'm just ...
1
vote
3answers
477 views
Question on the implementation of my Entity System
I am currently creating an Entity System, in C++, it is almost completed (I have all the code there, I just have to add a few things and test it). The only thing is, I can't figure out how to ...
2
votes
3answers
490 views
SceneManagers as systems in entity system or as a core class used by a system?
It seems entity systems are really popular here. Links posted by other users convinced me of the power of such system and I decided to try it. (Well, that and my original code getting messy)
In my ...
8
votes
2answers
310 views
Many sources of movement in an entity system
I'm fairly new to the idea of entity systems, having read a bunch of stuff (most usefully, this great blog and this answer).
Though I'm having a little trouble understanding how something as simple ...
1
vote
1answer
260 views
Is component-based design an architectural pattern or design pattern?
When using the component-based paradigm in game development with engines like Unity, is component-based design an architectural pattern, or a design pattern?
Can I even say that component-based ...
6
votes
4answers
1k views
Entity System and rendering
Okey, what I know so far;
The entity contains a component(data-storage) which holds information like;
- Texture/sprite
- Shader
- etc
And then I have a renderer system which draws all this. But ...
9
votes
3answers
670 views
How to code UI / HUD in Entity System?
I think I already got the idea of the Entity System inspired by Adam Martin (t-machine). I want to start using this for my next project.
I already know the basic of Entity, Components, and Systems. ...
3
votes
2answers
303 views
Adding sub-entities to existing entities. Should it be done in the Entity and Component classes?
I'm in a situation where a player can be given the control of small parts of an entity (i.e. Left missile battery). Therefore I started implementing sub entities as follow.
Entities are Objects with ...
2
votes
2answers
2k views
Entity System with C++
I'm working on a game engine using the Entity System and I have some questions.
How I see Entity System :
Components : A class with attributs, set and get.
Sprite
Physicbody
SpaceShip
...
System ...
53
votes
1answer
6k views
Role of systems in entity systems architecture
I've been reading a lot about entity components and systems and have thought that the idea of an entity just being an ID is quite interesting.
However I don't know how this completely works with the ...
4
votes
2answers
2k views
How to structure game states in an entity/component-based system
I'm making a game designed with the entity-component paradigm that uses systems to communicate between components as explained here. I've reached the point in my development that I need to add game ...
2
votes
1answer
1k views
In a component/entity system, what's the correct way to implement entity-specific components?
I'm trying to create a basic C/E game engine for Android, and I'm trying to re-create pong as a basic warm-up. I currently have a EntityManager class that contains a list of all the UUIDs for its ...
5
votes
2answers
959 views
Book about Entity System?
I'm really interested about the capabilities of Entity System. I'm trying to search for a good book on this one, but failed.
I don't want to get lost on learning this paradigm so a book will be a big ...
4
votes
1answer
604 views
What are the drawbacks of this messaging system implementation?
So I've just been thinking about component and messaging systems recently for simple C# XNA games and came up with this. How extensible would this implementation be and what are the drawbacks? Example ...
0
votes
5answers
2k views
Need opinions: is it worth making component based entity system? [closed]
I've been reading about component based entity-system for couple days now and I'm not quite sure if it is worth implementing in my next game. I haven't started making the game yet, but I have bunch of ...
7
votes
1answer
580 views
Processing component pools problem - Entity Subsystem
Architecture description
I'm creating (designing) an entity system and I ran into many problems. I'm trying to keep it Data-Oriented and efficient as much as possible. My components are POD ...
0
votes
0answers
629 views
artemis entity system framework questions (All about FRP)
I'm integrating artemis entity system in my IOS engine. Everything is working nicely but there are some tasks that I'm finding difficult to achieve.
Artemis works around components and systems. ...
1
vote
2answers
434 views
Entity manager loop opinions
This days I'm refactoring code and one of the things I want to improve is my entity manager code. More precisely, the update funcion where entities are updated. My engine is a 2D tile based engine ...
2
votes
3answers
889 views
Question about “Entity System” design
I am developing a top down 'thing' in SFML and C++ and was wondering about how best to handle so called Entities in my game.
An entity, for example is defined by me as an object in-game, such as a ...
1
vote
3answers
1k views
XNA Entity Component Design: Lost on how to include Sprite Animation
I've been reading about Entity Component design and thought it's pretty neat.
I've been trying to write a quick 2D engine in XNA.
I think I've laid the proper groundwork for registering and updating ...
12
votes
3answers
1k views
Appropriate level of granularity for component-based architecture
I'm working on a game with a component-based architecture. An Entity owns a set of Component instances, each of which has a set of Slot instances with which to store, send, and receive values. Factory ...
21
votes
5answers
1k views
Doing powerups in a component-based system
I'm just starting really getting my head around component based design. I don't know what the "right" way to do this is.
Here's the scenario. The player can equip a shield. The the shield is drawn ...
7
votes
3answers
1k views
Role of an entity state in a component based system?
Component-based entity systems are all the rage these days; everyone seems to agree they are the way to go, but no one really has a definitive implementation of such a system. I was wondering, what ...
0
votes
1answer
502 views
How to manage game components and their attributes?
Currently I am working with cocos2d for the iPhone. I want to make my game structured and consequential. How to manage all the game components?
What do I mean with game components? A game component ...
19
votes
6answers
3k views
What designs are there for a component based entity system that are user friendly but still flexible?
I've been interested in the component based entity system for a while, and read countless articles on it (The Insomiac games, the pretty standard Evolve Your Hierarchy, the T-Machine, Chronoclast ... ...
8
votes
2answers
674 views
How to manage all the NPC/AI objects on the server?
I'm writing a simple MMO, and currently have the the server-client architecture in place for multiple users to see each other and be able to move around together...now its time to add enemies.
Was ...
9
votes
3answers
2k views
Creating Entity as an aggregation
I recently asked about how to separate entities from their behaviour and the main answer linked to this article: http://cowboyprogramming.com/2007/01/05/evolve-your-heirachy/
The ultimate concept ...
5
votes
2answers
1k views
Implementing my Entity System. Questions about some problems I have found
Well during this week I have deciding about implementation of my entity system. It is a big topic so it has been difficult to take one option from the whole. This has been my decision:
1) I don't ...
8
votes
5answers
858 views
Managing multiple references of the same game entity in different places using IDs
I've seen great questions on similar topics, but none that addressed this particular method:
Given that I have multiple collections of game entities in my [XNA Game Studio] game, with many entities ...
18
votes
2answers
2k views
Component-Based System online resources
I've been considering moving to a more component-based approach in my games. Does anyone else have any decent reference material or sample implementations that would help make this transition a little ...
75
votes
9answers
6k views
Entity communication: Message queue vs Publish/Subscribe vs Signal/Slots
How do game engine entities communicate?
Two use cases:
How would entity_A send a take-damage message to entity_B?
How would entity_A query entity_B's HP?
Here's what I've encountered so far:
...