Tagged Questions
1
vote
1answer
45 views
Questions about the details of implementing a component-based entity system [closed]
I started reading about component-based entities, and overall it seems like a good idea, but many of it seems to skip over a lot of details and not give many real examples, so there are things that ...
2
votes
1answer
135 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
167 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
155 views
best structure to handle entities in an entity component based game engine
I am trying to develop a 2D entity component based game with multiple layers as tilemaps (front or back from the scene).
I currently handle the tilemap layers in a 3 dimension array[z][y][x]. Each ...
5
votes
1answer
196 views
Design to handle logic within a state
I am designing a new game and I am trying out the entity-component design where entities are comprised of groups of components holding a bunch of attributes. I also have a stack of 'game states' and ...
0
votes
0answers
79 views
Techniques for incorporating physics engines like Box2D into a Component-based Entity System
Currently i'm working with my own physics engine, however given the fact that the emscripten ports have gotten incredibly good, i wanted to try and incorporate Box2D into my entity system for the next ...
3
votes
3answers
460 views
Input handling in component based design
I know this question has been asked several times, but I'm still not sure how to implement input handling in a component based engine.
The component based design I used was based on T=Machine's blog ...
8
votes
2answers
945 views
Game state and input handling in component-based entity systems
My question is:
How can I handle game states in my entity system, without resorting to keeping a stack of game state objects around?
So the design of my entity system means that when an entity needs ...
1
vote
1answer
211 views
How a “view” is handled in an Entity-Component based model?
Coming from an MVC background, I am trying to understand Entity-Component based model. However, i can see description about the use components( data objects ) and entities ( group of different ...
1
vote
1answer
172 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 ...
1
vote
4answers
401 views
How should IDs be assigned in an entity component system?
I haven't actually implemented this system yet. I'm trying to work through the major conceptual hurdles before I actually start writing code, and the proper way to generate IDs is a little confusing ...
4
votes
2answers
512 views
Entity Component System: Retrieving components quickly [duplicate]
Possible Duplicate:
Retrieving components from game objects (entities)
I'm working on an entity-component-system game at the moment. I've looked in particular at the Artemis framework and a ...
1
vote
2answers
269 views
Handling movement using an Entity Component-based System Architecture
I have seen various descriptions of how to handle movement in a component-based entity framework. The most common I've stumbled across is the idea of using components called Controller, Physics, ...
3
votes
2answers
677 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 ...
6
votes
1answer
337 views
How to handle materials in an Entity/Component system
My E/C implementation is the basic one where Entities are just ID's, Components are data and Systems act on the Data. Right now I'm having trouble with object materials and rendering in general. For ...
2
votes
2answers
391 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 ...
5
votes
1answer
436 views
Component/Entity-based design + Behavior Trees => how to integrate?
For my current project I implemented a component/entity-based system, basically following most of the best-practice there is in this rather undefined area.
So I got (slightly extended) Entities, ...
2
votes
3answers
341 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 ...
1
vote
1answer
229 views
Bullets and projectiles in component based entity systems
Currently one of my games engines written for a shooter seems to work correctly.
Currently projectiles are sparse, travel quite slowly and are synced over network they are generated as entities.
...
2
votes
7answers
387 views
is ECS a kind of (or vs) OOP?
Is Entity Component System (ECS) considered a part of OOP or is it a completely different concept?
2
votes
3answers
493 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 ...
6
votes
1answer
240 views
Entity Type specific updates in entity component system
I am currently familiarizing myself with the entity component paradigm.
For an example, take a collision system, that detects if entities collide and if they do let them explode.
So the collision ...
5
votes
3answers
631 views
How to update entity states and animations in a component-based game
I'm trying to design a component-based entity system for learning purposes (and later use on some games) and I'm having some troubles when it comes to updating entity states.
I don't want to have an ...
6
votes
6answers
2k views
Logic in Entity Components Systems
I'm making a game that uses an Entity/Component architecture basically a port of Artemis's framework to c++,the problem arises when I try to make a PlayerControllerComponent, my original idea was ...
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 ...
4
votes
3answers
881 views
Composition heavy OOP vs pure entity component systems? [closed]
I admit, I have made the sin of overusing, and even abusing inheritance. The first (text) game project that I made when I was taking my OOP course went as far as "Locked door" and "unlocked door" from ...
2
votes
1answer
363 views
Is my engine concept a good one?
I'm currently writing a generic engine for my incoming games. I have developed few games already but never with the same "base" and my code was/is quite a mess. The idea was to create an engine that I ...
17
votes
5answers
3k views
Implementing features in an Entity System
After asking two questions on Entity Systems (1, 2), and reading some articles on them, I think that I understand them much better than before.
But, I still have some uncertainties, and mainly they ...
5
votes
2answers
948 views
Tilemaps in a Entity System Framework?
I have been reading up on Entity System Frameworks specifically Artemis. I am trying to decide if it is right for me. I strictly work on tile based 2d pixel art games, and I don’t think they will ever ...
8
votes
3answers
1k views
Why is it a bad idea to store methods in Entities and Components? (Along with some other Entity System questions.)
This is a followup to this question, which I answered, but this one tackles with a much more specific subject.
This answer helped me understand Entity Systems even better than the article.
I've ...
8
votes
3answers
2k views
Entity Component System based engine
Note: I'm programming this in Javascript, but it should be language agnostic in the most part.
I am thinking about converting my engine to an ECS based one.
I get the basic idea (note: this is ...
13
votes
3answers
2k views
In an Entity-Component-System Engine, How do I deal with groups of dependent entities?
After going over a few game design patterns, I have settle with Entity-Component-System (ES System) for my game engine. I've reading articles (mainly T=Machine) and review some source code and I ...
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 ...
3
votes
2answers
381 views
How do I sync entity ids with the server and client?
I'm continuing my experimentation with entity component design by making a multiplayer space/trading/combat game with python and panda3d. My component system is a simple version of java's artimis. The ...
2
votes
1answer
280 views
How to model interentity membership in entity-component architecture?
I'm falling in love with simple grace of entity-component design, although I still have issues breaking from MVC and OOP practices. Some of my game entities have membership relationships with each ...
5
votes
1answer
918 views
Designing generic render/graphics component in C++?
I'm trying to learn more about Component Entity systems. So I decided to write a Tetris clone. I'm using the "style" of component-entity system where the Entity is just a bag of Components, the ...
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 ...
14
votes
1answer
3k views
How to properly implement message handling in a component based entity system?
I am implementing an entity system variant that has:
An Entity class that is little more than an ID that binds components together
A bunch of component classes that have no "component logic", only ...
7
votes
2answers
842 views
Handling scripted and “native” components in a component-based entity system
I'm currently trying to implement a component-based entity system, where an entity is basically just an ID and some helper methods tying a bunch of components together to form a game object. Some ...
43
votes
1answer
6k views
Using component based entity system practically
Yesterday, I've read a presentation from GDC Canada about Attribute / Behaviour entity system and I think it's pretty great. However, I'm not sure how to use it practially, not just in theory. First ...
2
votes
2answers
627 views
How do I deal with abstracting collision handling code between entities with differing collision components?
I'm using a component based entity design with Components that hold the data and Systems that act on entities based on the components they have. Entities are registered to all systems as they are ...
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 ...
5
votes
1answer
696 views
How would you design components for an entity like this?
This is not a question about how to implement a component based system. I have my own system implemented and working fairly well, just can't figure out a good way to split some entities to fit the ...
2
votes
0answers
222 views
Suitable in memory storage library to store components for entity systems
I am studying entity indexed components and came up with a naive C++ implementation which just iterates over all entity "hash tables" and applies update/delete/insert functions in place. I'm having ...
13
votes
3answers
2k views
Organizing an entity system with external component managers?
I'm designing a game engine for a top-down multiplayer 2D shooter game, which I want to be reasonably reuseable for other top-down shooter games. At the moment I'm thinking about how something like an ...
1
vote
1answer
416 views
How to determine what animation to render in a component-based system without breaking encapsulation?
In a component based system, how should change the rendering/visual state of an entity such that I know what animation to use, without breaking encapsulation?
My guess is that it would have to be ...
2
votes
3answers
417 views
Need some advice on designing components
So after reading about components for a bit I want to make a very simple spaceshooter game that uses components and systems. However, I'm a bit confused on how much scope each component should have. ...

