Why are entity component systems the way they are? For example as far as I have seen it may look like this class Entity list of components add component remove component update ...
I am using Artemis ECS. I have the very basics of a game already. I am now trying to determine how to gracefully handle input and to a lesser extent collisions. Some people say with ECSs, everything ...
I have an Entity class and a Component class. The Entity class has a list of attached components, and each component also has a member variable that is a reference to the entity that it is attached to ...
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 ...
Techniques for incorporating physics engines like Box2D into a Component-based Entity System [closed]
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 ...
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, ...
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 ...