The tag has no wiki summary.

learn more… | top users | synonyms

1
vote
1answer
46 views

How can I resolve component types in a way that supports adding new types relatively easily?

I am trying to build an Entity Component System for an interactive application developed using C++ and OpenGL. My question is quite simple. In my GameObject class I have a collection of Components. I ...
2
votes
1answer
84 views

Executing Components in an Entity Component System

Ok so I am just starting to grasp the whole ECS paradigm right now and I need clarification on a few things. For the record, I am trying to develop a game using C++ and OpenGL and I'm relatively new ...
1
vote
1answer
50 views

Implementig State-driven agents in an Entity-Component-System

A state-driven agent is an agent that performs an action based on its current state. The logic can be implemented through the use of a D-FSM that changes state depending on the Agent's "perception" ...
0
votes
1answer
140 views

What is the component for the AI system in a component-based entity implementation?

In order to wrap my head around component-based systems, I started making my own little framework. Unfortunately I am not completely sure how systems are supposed to be used in some specific cases. ...
2
votes
1answer
207 views

How should I traverse entities and components for their per-frame updates?

I am implementing a simple entity/component-based engine in C++ and am unsure about the best way to store references to entities/components and what the best way to traverse them each game step would ...
0
votes
1answer
53 views

Adding Components (classes) to unordered_map in Entity? (Possible typeid as key issue)

I've got a little test put together that has a couple simple Components that are supposed to be added to an Entity, but the addComponent function isn't working; I think it's got something to do with ...
8
votes
1answer
861 views

How to benefit from cpu cache in a entity component system game engine?

I often read in the ECS game engine documentations that is a good architecture for using cpu cache wisely. But I can't figure how we can benefit from cpu cache. If components are saved in an array ...
1
vote
1answer
304 views

Scene Graphs and Entity Component Systems

I am trying to determine how to move my current implementation of nodes in a scene graph to an entity component system and am struggling to wrap my head around how the two can work together, if at ...
0
votes
1answer
63 views

What is a Pool? [duplicate]

According to When and why is a Pool class needed to hold objects?, pools are used when the number of "instances" of an object fluctuates. However, StarWarrior (the Artemis example) uses a pool for the ...
1
vote
3answers
133 views

in an ECS framework why are components indexed via their name rather than an Enum?

I have been reading through a number of discussions on ECS framework and very often I see components being referred to via name rather than through a string object such as an enum or a struct. I'm ...
3
votes
2answers
162 views

How can I provide attribute extensibility in a component-based entity system?

This question and its answers move against utilizing an entity component system where the component itself is just a generic class with an dynamic container for the attributes/properties of the ...
3
votes
1answer
98 views

EventManager adding data to the event message

Some backstory: I decided it was time to start making a game. I've got a bachelor degree in computer sciences, but I didn't really get to code much during my studies. I've started making a quick ...
6
votes
2answers
290 views

Why are entities in a component system composed at run time?

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 ...
1
vote
2answers
80 views

Java: creating an instance of a user defined class by reading xml file

I am trying to write an engine for a game, in particular a component-based one (in my approach components contain both data and logic). So basically I have entities, and each entity has a list of ...
0
votes
2answers
127 views

How to get Components in ECS

I´m currently trying to develop a Game, which uses Component based Entities. The problem I`m facing right now is how to mask my Components and retrieve them from the Entities. At the Moment i use a ...
8
votes
3answers
1k views

Advices on Linking Between Entity Component System in C++

After reading a few documentation about entity-component system, i decided to implement mine. So far, I have a World class which contains the entities and the system manager(systems), Entity class ...
1
vote
1answer
262 views

Need opinions on my component based design [closed]

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 ...
2
votes
2answers
280 views

Confusion about systems implementation of ECS

For reference I am mostly imitating the architecture in this tutorial, the "Entity System" section: http://www.raywenderlich.com/24878/introduction-to-component-based-architecture-in-games NOTE: the ...
8
votes
2answers
5k views

Entity Component Systems with C++ - Accessing components

(What I'm describing is based on this design: What is an entity system framework?, scroll down and you'll find it) I'm having some problems creating an entity-component system in C++. I have my ...
2
votes
1answer
666 views

Entity Component Systems, Input, and Angry Birds!

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 ...
4
votes
1answer
371 views

Box2D Joints in entity components system

I search a way to have Box2D joints in an entity component system, here is what i found : 1) Having the joints in Box2D/Body component as parameters, we have a joint array with an ID by joint and ...
8
votes
3answers
737 views

Grouping entities of the same component template to linear containers

EDIT: Looks like people are actually doing this! http://www.randygaul.net/2013/05/20/component-based-engine-design/ Another example of using this data accesing pattern. I've done a lot of research ...
1
vote
2answers
283 views

Singletons & Entity Component Model, Global Engine Class

I am in the process of writing an entity component model game engine and I wanted to ask you a bit about the best way to lay out the code. I have run into an issue that I know will quickly cause me to ...
2
votes
1answer
305 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 ...
5
votes
0answers
324 views

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 ...
3
votes
2answers
631 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, ...
8
votes
1answer
1k 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 ...