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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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 ...
2
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1answer
200 views

Viewing one of multiple worlds in a component entity system?

I've been working on a space simulation game. The player can control a ship and fly through wormholes to get from one solar system to another. I would like the player to be able to switch the camera ...
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1answer
802 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 ...
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1answer
219 views

What are Blackboards?

I am implementing an Entity System for my game. I am aiming for a larger procedurally generated world. The world will be filled by AI entities where "on screen" and "near screen" entities will be ...
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1answer
184 views

Drawing Sprites with Artemis

I am trying to trace the StarWarrior code (the Artemis tutorial). I cannot figure out how these sprites are being drawn. This is the code where the player's ship is initialized: /// ...
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5answers
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How can I efficiently implement a bitmask larger than 64-bits for component existence checks?

In my ECS implementation, I use bit-wise operations (as described and illustrated in this thread) to tell an entity what type of components it currently consists of. So my Entity class has the ...
2
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1answer
202 views

ECS how to access multiple components (not the same one) in a system?

I'm implementing a basic entity component system from http://entity-systems.wikidot.com/rdbms-with-code-in-systems#java in C++, but I don't quite understand how I could do multiple components (not the ...
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3answers
243 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 ...
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296 views

Where does event-based audio fit in a component-based entity system?

Assuming the underlying low level audio logic is encapsulated in some outside class... what is the best way to add audio effects to a component-based entity framework? I am taking the approach that ...
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2answers
283 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 ...
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3answers
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How to avoid “Blob-Systems” in an entity component system?

Currently I am facing the following problem: I am trying to write a pong clone by using an entity component system (ECS). I wrote the "framework" all by myself. So there is a class which manages ...
4
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1answer
152 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 ...
5
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2answers
375 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 ...
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2answers
906 views

Entity Component System, weapon

I'm new to game programming and currently trying to understand Entity Component System design by implementing simple 2d game. By ECS I mean design, described here for example In my game I have ...
3
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2answers
570 views

Alternatives to storing all my entities in an SQL database

I've been trying to build my entity system based on pure SQL data storage as explained in this post series. The idea is that every entity or component is stored in an SQL table. I created my framework ...
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2answers
204 views

Is it feasible to use a DHT to span an MMO over many servers for improving reliability?

At the moment I have an idea for how to handle distributing MMO servers. At the core is a bunch of worker nodes that all share the same set of distributed hash tables. Each DHT stores a specific game ...
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3answers
90 views

How can I utilize external libraries within an entity system?

I'm implementing an entity system for educational purposes. I wanted to focus on the system itself and don't know much about rendering and physics, so I'm using external libraries for those tasks. ...
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1answer
122 views

How do I best solve multiple component modifications via a single event?

I'm trying to solve multiple component modifications via a single event. Is there a better way of handling this? I have an a label entity that cares about when a shield entity's hitpoints component ...
2
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2answers
285 views

Where should shaders and lights be in a component-based entity system?

Where should I put the shader and the light / shadow calculation? Should that be a component too? And should the rendering system know how to handle them or should there be a separate light system? ...
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2answers
398 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 ...
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2answers
156 views

Should widgets be part of a scene in a 2D game?

I'm in the middle of separating logic and drawing of a 2D game, i.e. I'm moving from scenes/entities that draw themselves to scenes/entities that merely store and update data, getting drawn by a ...
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2answers
446 views

How to associate entities in a Entity Component System (Artemis)

I want to implement an association between 2 entities in a ECS architecture using Artemis framework, which handles Components, Entities and Systems very well for me. I have an entity "Empire" (with ...
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1answer
491 views

How to use Bullet physics with Entity Component Systems?

I have an Entity Component system and I want to have a Physics Component that would add the given object to the physics simulation. My problem arises because the Bullet API requires me to add each ...
2
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1answer
233 views

Is there any reason not to make all my components a single class?

What would be the downside to using a generic all-encompassing Component class versus specific classes (PositionComponent, InputComponent, et cetera) for each component in an entity/component system? ...
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1answer
132 views

Entity System handle graphics/textures [duplicate]

I use in Java Artemis(entity system library) and Slick2D(graphics library) for a game. Now I wonder me, how I should handle graphics(sprites, textures...). In the demos of the page from Artemis it ...
3
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1answer
337 views

Entity component systems and DDD: violation of encapsulation?

I'm using a hybrid of DDD (domain-driven development) and an entity-component system. That is to say: I have an Entity class with a list of Components, and the ability to add/remove/get components I ...
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2answers
307 views

In a ES system, how one would implement/ deal with Modifiers?

Given the normal entity-component-system architecture, lets say we a component that give the entity Strength. Now on the game flow I want to give +4 strength do to the wielded weapon. What would be ...
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1answer
232 views

How to keep Input System and Graphics System separate?

I want to keep Input System and Graphics System separate, but the Window Handler that's created by graphics component make everything really hard. How should I approach this situation?
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1answer
687 views

Superclassing RPG Game Entities [closed]

I am in the design process of an RPG game and I have no experience at all in game dev. This question is about how I should approach entity management using OOP classes. My train of thought is as ...
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5answers
6k 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 ...
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2answers
514 views

Efficiently separating Read/Compute/Write steps for concurrent processing of entities in Entity/Component systems

Setup I have an entity-component architecture where Entities can have a set of attributes (which are pure data with no behavior) and there exist systems that run the entity logic which act on that ...
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2answers
423 views

Handling cyclic dependencies in entity/components system

I built an rather standard C++ entity/component system (a bit like this one). Components can access other components through their associated Entity. This is usually done by getting some kind of ...
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1answer
310 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
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1answer
369 views

Entity system and rendering types

I would like to implement entity system in my game and I've got some question about entity system and rendering. Currently, my renderer got two types of elements: Current design Mesh : A default ...
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1answer
214 views

Dealing with sprite loading and setting in an entity-component system

I've just started using an entity-component system for the first time and I'm having trouble making some decisions. Currently I've got a SpriteComponent that holds a sprite, a ...
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2answers
435 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 ...
5
votes
1answer
1k views

Using an Entity System Architecture with Task Based Parallelism

Background I have been working on creating a multithreaded game engine in my spare time and I currently trying to decide the best way to work an entity sytem into what I have already created. So far, ...
3
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1answer
503 views

Entity systems, creating new entities?

How do I create new entities (the collection of their components) in an entity system? I have space ships in my game, for example, they need a lot of information set in their components when I create ...
3
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1answer
167 views

Controlling Constantly Running AIs

So, I'm not really sure where to start with this question. Feel free to tell me I'm stupid and Off Topic but I'd also like you to tell me why. So, the maps in the game I am designing will consist of ...
12
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2answers
7k 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 ...
5
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3answers
981 views

When two moving objects collide, which one sends the message, and which one recieves it?

I am writing a platform game using an entity-component system. Entity-World collisions are robust and work very well, and I'm now working on collisions between entities. Just to be clear, in my code ...
2
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2answers
122 views

Design problem with specific requirements (logical dependencies needed)

I started to write some code for a small 3D environment. This week I wanted to start with my entities and when I thought about it again, I stumbled across some unmet requirements. My design works fine ...
2
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1answer
228 views

Registering and (more importantly) Unregistering with Message Server

I've finally implemented an extendable message class and messageServer class. The message class dynamically assigns a unique static ID to each derived message type (ex. ObjectCreatedMessage might be ...
2
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1answer
1k 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
521 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 ...
6
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1answer
685 views

How would one store global context data in an entity component system?

My question is this: How would one store global context data, ie. world data information, current world time, etc in an entity component system? I'm think of working towards building a Dwarf ...
3
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1answer
832 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 ...
2
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1answer
139 views

Timestamps as ids in an entity manager?

I've built my own entity manager, as I found out some days ago, it is very similar to the Artemis framework. For now, I just use integers as entity ids. Behind the scenes, there is a simple integer ...
5
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3answers
326 views

Mismatch of Entity System and Savegames

There is a theoretical mismatch of the entity system and the savegame system, which is think is common, but I haven't found resources about that. Therefore I will explain both systems first, as short ...
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1answer
423 views

AI of Turn Based game using Entity System approach

I just recently learned about Entity Systems and want to try it out on a real example (I was developing a game recently and want to try to port it over Entity Systems). But I got problem right away. ...