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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2answers
277 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? ...
6
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2answers
380 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 ...
2
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2answers
153 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
370 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 ...
2
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1answer
230 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? ...
0
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1answer
462 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 ...
3
votes
2answers
537 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 ...
0
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1answer
130 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 ...
9
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1answer
1k 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 ...
3
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1answer
318 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 ...
2
votes
2answers
293 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 ...
0
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1answer
225 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?
0
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1answer
657 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 ...
2
votes
2answers
393 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 ...
1
vote
2answers
829 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 ...
2
votes
1answer
348 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 ...
1
vote
1answer
195 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 ...
4
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
votes
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 ...
3
votes
1answer
484 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 ...
5
votes
3answers
929 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
votes
2answers
121 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
votes
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 ...
9
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2answers
456 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 ...
2
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2answers
398 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 ...
2
votes
1answer
210 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 ...
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vote
1answer
303 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 ...
6
votes
1answer
632 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 ...
2
votes
1answer
136 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
votes
3answers
316 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 ...
3
votes
2answers
283 views

Target a specific Entity in a Component-Entity design

I'm starting to work on a game with Entity-Component Model Architecture (Artemis in C#). I'm beginning with something pretty simple, entities which are living things, with HealthComponent, ...
2
votes
1answer
374 views

Approach to AI in Entity Systems

We are making game using Entity Systems. And we with my colleague have different opinions about what approach is better when doing AI. Basically, he thinks that everything should be a system, where ...
1
vote
1answer
1k views

Entity-System Architecture; Pools and Factories

I'm creating a 2D game based on entity-system architecture using C++, the C++ port of Artemis, and SFML. I've had to jump through a few hoops, but it's been fairly smooth until now. In this game, I ...
1
vote
1answer
408 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. ...
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vote
1answer
160 views

Positioning sprites in a Component-Entity engine

I'm building my first component/entity engine and I'm not so sure about some of my choices. I'm here asking suggestions on my first doubt. I draw objects with 2 different behaviours: 1) Position ...
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5answers
2k views

Entity System creating Components

Over every entity system I see implemented in C++, or even in Java/C# (e.g. the Artemis framework). I see components not allocated via a new operator (or something similar, e.g. std::make_shared). For ...
9
votes
3answers
880 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 ...
5
votes
3answers
349 views

How can I achieve strong typing with a component messaging system?

I'm looking at implementing a messaging system in my entity component system. I've deduced that I can use an event / queue for passing messages, but right now, I just use a generic object and cast out ...
4
votes
2answers
1k views

Allocating Entities within an Entity System

I'm quite unsure how I should allocate/resemble my entities within my entity system. I have various options, but most of them seem to have cons associated with them. In all cases entities are ...
3
votes
1answer
826 views

Entity System with C++ templates

I've been getting interested in the Entity/Component style of game programming, and I've come up with a design in C++ which I'd like a critique of. I decided to go with a fairly pure Entity system, ...
4
votes
1answer
482 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 ...
0
votes
3answers
740 views

Rendering order in an Entity System

Say I use a basic ES approach, and also inside Systems I hold lists of all entities that Systems are required to process. How do I maintain this list of entities in desired rendering order, i.e. for ...
7
votes
4answers
794 views

Identifying Entity 'Types' in an Entity-Component System

If an Entity has no explicit 'type' (e.g. player) and is simply a collection of components, how do I identify the entities that my systems should and should not be working on? For example, in a game ...
7
votes
3answers
2k views

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 ...
3
votes
1answer
1k views

Movement & Physics in an entity-component system

I'm currently playing around with entity-components systems and got started on the movement/collision/physics parts and would like to have some pointers! It's a basic 2D sidescrolling game, with the ...
2
votes
1answer
281 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 ...
12
votes
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 ...
2
votes
1answer
431 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 ...
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vote
0answers
128 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
351 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 ...