A programming paradigm in which gameobjects (entities) are composed out of components, and are operated upon by systems. Each entity is an ID that points to specific components.
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1answer
88 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 ...
2
votes
1answer
81 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 ...
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 ...
1
vote
0answers
57 views
Events with Entity Component Systems [duplicate]
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
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
152 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 ...
1
vote
2answers
114 views
Entity Component Model - Creating The Component “Watcher”
Hello Stack Exchange,
I apologize if this has been asked already, but I couldn't find an answer through searching...probably due to being unable to describe what I am looking for very well.
So, ...
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 ...
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votes
1answer
93 views
Overload C++ functions in lua [closed]
I have had a look around but I believe this to be impossible due to compile time of c++.
However is it possible to have a class registered in lua and c++ that has a overload update function which I ...
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 ...
0
votes
2answers
144 views
Hex tile systems and the efficient use of classes
So I've built myself a system of classes for what I think is an efficient way to describe an entity that would live in my game.
Is this an effective approach or am I creating entities that are too ...
2
votes
1answer
114 views
Selecting the entities needed for rendering [duplicate]
Currently I'm sorting and looping every entity on my level but I really don't need to. Only a small subset would be on screen.
If I could extract a list of entities from my main list that are on ...
6
votes
2answers
166 views
How to share Lua script between instances?
I'm doing an agent based framework with C++ and Lua. I want to use Lua to code the Agent behaviour having an AgentClass class that have the name and source code and an AgentInstance class that have ...
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 ...
2
votes
2answers
119 views
How might I script the creation of CLR objects?
I am looking for a method to script the creation of entities (arrays of components) for delivery through my entity factory, i.e scripted creation of .net objects.
I have looked into Lua but it seems ...
3
votes
3answers
456 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 ...
2
votes
1answer
278 views
How does Component Entity System Manages Game Mode?
I would like to create a simple game fire and shoot game using Component Entity System (CES). This game has two game modes(1): play mode and settings mode. The play mode is the actual game itself ...
8
votes
2answers
942 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
210 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
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 ...
1
vote
4answers
400 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 ...
-1
votes
1answer
162 views
What programming language is most suited for Entity Component System development? [closed]
What programming language is most suited for Entity Component System (ECS) development? And are languages like straight C or functional languages better suited to ECS than an OOP language like C++, ...
4
votes
2answers
509 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
673 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
1answer
236 views
High volume sprite management in entity component system
I'm working on an entity-component-system based 2.5d game. That is, entities are groups of components that are processed by systems.
I am having a hard time seeing how a sprite rendering system, that ...
0
votes
1answer
144 views
Abstracting the ability to attack using an ECS
As the title suggests, my question is how to abstract the concept of 'attacking' using an ECS (entity component system). The "game" I'm working on is a roguelike in real-time, where all ...
0
votes
1answer
195 views
How to resolve duplicate data in Entity Systems?
Whilst working on examples and upgrades for my C++ Entity System, something randomly caught the attention of my mind, by surprise: duplicate data. What I'm referring to is how an entity system that ...
4
votes
2answers
284 views
Entity systems with mixed responsibilities (eg render + handle input)
I am using an entity system for my hobby game, specifically the Behaviour / Attribute model discussed in Radical Entertainment's Theory and Practice of Game Object Component Architecture presentation. ...
6
votes
1answer
333 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
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 ...
5
votes
1answer
434 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
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 ...
5
votes
4answers
604 views
Should each Entity have its own update and render methods?
First, the questions:
Should each Entity (which are classes like Character, Tree, Enemy) have its own update() and render() methods?
If that's the case, then should I use Interfaces like ...
1
vote
1answer
228 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.
...
3
votes
1answer
367 views
Entity property system
In lieu of a typical implementation of entity-component systems, I've gone the data-oriented route described by Jason Gregory in Game Engine Architecture. This works really well for common properties ...
3
votes
1answer
374 views
Why would typeof(T) kill performance?
TLDR: using typeof(T) twice; assigning the value to a variable and reusing that = uber fast (30FPS), actually calling typeof(T) twice = derped (5FPS). Why?
I have a simple entity/component system; ...
3
votes
2answers
353 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 ...
3
votes
4answers
195 views
Sprite and Physics components or sub-components?
I'm taking my first dive into creating a very simple entity framework. The key concepts (classes) are:
Entity (has 0+ components, can return components by type)
SpriteEntity (everything you need to ...
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1answer
157 views
Entity Component Systems with Model View Controller
Can the Model View Controller design pattern be used with non-OOP coding style, specifically with Entity Component System?
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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?
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vote
3answers
478 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
491 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 ...
2
votes
1answer
145 views
Should I wrap a template function with another template function, or…?
I'm currently making an Entity System, using C++, and I've questioned myself about how I should interface some methods. Specifically in my Entity and ComponentManager classes.
The ComponentManager, ...
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
239 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 ...
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 ...
3
votes
1answer
696 views
How a “Collision System” should be implemented?
My game is written using a entity system approach using Artemis Framework. Right know my collision detection is called from the Movement System but i'm wondering if it's a proper way to do collision ...
5
votes
3answers
629 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 ...


