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.
6
votes
6answers
2k views
Logic in Entity Components Systems
I'm making a game that uses an Entity/Component architecture basically a port of Artemis's framework to c++,the problem arises when I try to make a PlayerControllerComponent, my original idea was ...
5
votes
3answers
342 views
Actually utilizing relational databases for entity systems
Recently I was researching several entity systems and obviously I came across T=Machine's fantastic articles on the subject. In Part 5 of the series the author uses a relational schema to explain how ...
6
votes
4answers
1k views
Entity System and rendering
Okey, what I know so far;
The entity contains a component(data-storage) which holds information like;
- Texture/sprite
- Shader
- etc
And then I have a renderer system which draws all this. But ...
2
votes
0answers
154 views
ECS, databases, XML and serialization
My entity/component/system engine is coming along quite nicely; I have two very different apps working on the same executable. (One 2-d scroller, one 3D Asteroids-type game).
In the interest of ...
1
vote
1answer
269 views
How should I share variables between instances/classes?
I'm making a game using LOVE, so everything is programmed in Lua. I've been experimenting with using classes and object orientation recently. I've found out that a nice system to use is having most of ...
9
votes
3answers
673 views
How to code UI / HUD in Entity System?
I think I already got the idea of the Entity System inspired by Adam Martin (t-machine). I want to start using this for my next project.
I already know the basic of Entity, Components, and Systems. ...
2
votes
1answer
550 views
State / Screen management in Entity Component Systems
My entity/component system is happily humming along and, despite some performance concerns I initially had, everything is working fine.
However, I've realized that I missed a crucial point when ...
0
votes
2answers
510 views
How to use batch rendering with an entity component system?
I have an entity component system and a 2D rendering engine. Because I have a lot of repeating sprites (the entities are non-animated, the background is tile based) I would really like to use batch ...
3
votes
2answers
303 views
Adding sub-entities to existing entities. Should it be done in the Entity and Component classes?
I'm in a situation where a player can be given the control of small parts of an entity (i.e. Left missile battery). Therefore I started implementing sub entities as follow.
Entities are Objects with ...
2
votes
2answers
2k views
Entity System with C++
I'm working on a game engine using the Entity System and I have some questions.
How I see Entity System :
Components : A class with attributs, set and get.
Sprite
Physicbody
SpaceShip
...
System ...
4
votes
1answer
505 views
Entity component system - where did attributes and behaviors come from?
I recently spent quite some time understanding and building a component-based system. I got stuck on a few problems and after searching for quite some time ran across this answer which is talking ...
4
votes
3answers
883 views
Composition heavy OOP vs pure entity component systems? [closed]
I admit, I have made the sin of overusing, and even abusing inheritance. The first (text) game project that I made when I was taking my OOP course went as far as "Locked door" and "unlocked door" from ...
2
votes
3answers
1k views
Handling movement in an Entity Component System
I'm working on a 2d RPG game in C# using an Entity-Component-System architecture, and I'm currently working on movement. Right now, I'm wondering how to organise the code so it looks a bit more.. ...
4
votes
2answers
756 views
Collision detection and response in an Entity System
More fun with an ES...
Currently, I have a few systems:
Renderer (Renderable attribute, Transform attribute)
Motion (Movable attribute, Transform attribute, Renderable attribute [for bounding ...
6
votes
2answers
293 views
Particles/instancing groups in an Entity/Component system
I've been playing with an entity/component/system design recently, and I've come across a couple of stumbling blocks.
Instancing
Let's say I have a few hundred "things" (asteroids, chickens, ...
2
votes
1answer
363 views
Is my engine concept a good one?
I'm currently writing a generic engine for my incoming games. I have developed few games already but never with the same "base" and my code was/is quite a mess. The idea was to create an engine that I ...
6
votes
2answers
500 views
Doesn't multiple inheritance solve all problems that entity systems do?
The question is pretty self explaining: doesn't multiple inheritance solve all the problems that entity systems also solve?
I just remembered a term called "multiple inheritance", and that seems to ...
1
vote
2answers
155 views
Benefits of implementing systems like classes instead of just functions
In an Entity System I am making, there is a central class called World, which stores all component instances. It's a dictionary-of-arrays, and entity ids are indexes for the arrays.
To access a ...
2
votes
1answer
165 views
What data should a generic collision detection system gather?
I'm working on a relatively generic 2D AABB collision detection system for a game engine, and I've re-written it more times than I'd like to admit due to not calculating/recording specific details of ...
17
votes
5answers
3k 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 ...
5
votes
2answers
949 views
Tilemaps in a Entity System Framework?
I have been reading up on Entity System Frameworks specifically Artemis. I am trying to decide if it is right for me. I strictly work on tile based 2d pixel art games, and I don’t think they will ever ...
8
votes
3answers
1k views
Why is it a bad idea to store methods in Entities and Components? (Along with some other Entity System questions.)
This is a followup to this question, which I answered, but this one tackles with a much more specific subject.
This answer helped me understand Entity Systems even better than the article.
I've ...
8
votes
3answers
2k views
Entity Component System based engine
Note: I'm programming this in Javascript, but it should be language agnostic in the most part.
I am thinking about converting my engine to an ECS based one.
I get the basic idea (note: this is ...
13
votes
3answers
2k views
In an Entity-Component-System Engine, How do I deal with groups of dependent entities?
After going over a few game design patterns, I have settle with Entity-Component-System (ES System) for my game engine. I've reading articles (mainly T=Machine) and review some source code and I ...
53
votes
1answer
6k views
Role of systems in entity systems architecture
I've been reading a lot about entity components and systems and have thought that the idea of an entity just being an ID is quite interesting.
However I don't know how this completely works with the ...
4
votes
2answers
2k views
How to structure game states in an entity/component-based system
I'm making a game designed with the entity-component paradigm that uses systems to communicate between components as explained here. I've reached the point in my development that I need to add game ...
1
vote
1answer
265 views
Texture switching with a entity system
I'm using thinking of using an entity system in my game. So far I've been using Artemis with success. However, I have a question about texture switching. I read that switching textures too often is ...
3
votes
2answers
382 views
How do I sync entity ids with the server and client?
I'm continuing my experimentation with entity component design by making a multiplayer space/trading/combat game with python and panda3d. My component system is a simple version of java's artimis. The ...
0
votes
1answer
406 views
Initializing entities vs having a constructor parameter
I'm working on a turn-based tile-based puzzle game, and to create new entities, I use this code:
Field.CreateEntity(10, 5, Factory.Player());
This creates a new Player at [10; 5]. I'm using a ...
2
votes
1answer
2k views
Variants of Entity Component Systems
I've been reading up on these, and there seem to be two major variations which I'd like to understand better.
Entities should contain only data Components, which are processed by systems which ...
0
votes
3answers
1k views
Designing an entity system for a tile-based puzzle game
I'm developing a tile-based game creation library in C# and along with it I'm creating a game to test all of its functions.
This is a screenshot of the game:
You've probably never heard of the ...
2
votes
1answer
281 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 ...
5
votes
1answer
918 views
Designing generic render/graphics component in C++?
I'm trying to learn more about Component Entity systems. So I decided to write a Tetris clone. I'm using the "style" of component-entity system where the Entity is just a bag of Components, the ...
8
votes
1answer
602 views
Abstracting Entity System animation states
I recently started designing a Game Engine using the Entity System paradigm, i.e. having entities as an aggregation of components, and systems that implement the actual game.
Whereas I've had ...
2
votes
1answer
1k views
In a component/entity system, what's the correct way to implement entity-specific components?
I'm trying to create a basic C/E game engine for Android, and I'm trying to re-create pong as a basic warm-up. I currently have a EntityManager class that contains a list of all the UUIDs for its ...
0
votes
1answer
857 views
Understanding the Entity-Component Model [duplicate]
Possible Duplicate:
Role of an entity state in a component based system?
So, I've heard a bit about a model of game programming that involves creating entities and then attaching different ...
5
votes
2answers
959 views
Book about Entity System?
I'm really interested about the capabilities of Entity System. I'm trying to search for a good book on this one, but failed.
I don't want to get lost on learning this paradigm so a book will be a big ...
14
votes
1answer
3k views
How to properly implement message handling in a component based entity system?
I am implementing an entity system variant that has:
An Entity class that is little more than an ID that binds components together
A bunch of component classes that have no "component logic", only ...
7
votes
2answers
842 views
Handling scripted and “native” components in a component-based entity system
I'm currently trying to implement a component-based entity system, where an entity is basically just an ID and some helper methods tying a bunch of components together to form a game object. Some ...
43
votes
1answer
6k views
Using component based entity system practically
Yesterday, I've read a presentation from GDC Canada about Attribute / Behaviour entity system and I think it's pretty great. However, I'm not sure how to use it practially, not just in theory. First ...
4
votes
1answer
604 views
What are the drawbacks of this messaging system implementation?
So I've just been thinking about component and messaging systems recently for simple C# XNA games and came up with this. How extensible would this implementation be and what are the drawbacks? Example ...
2
votes
2answers
627 views
How do I deal with abstracting collision handling code between entities with differing collision components?
I'm using a component based entity design with Components that hold the data and Systems that act on entities based on the components they have. Entities are registered to all systems as they are ...
0
votes
5answers
2k views
Need opinions: is it worth making component based entity system? [closed]
I've been reading about component based entity-system for couple days now and I'm not quite sure if it is worth implementing in my next game. I haven't started making the game yet, but I have bunch of ...
7
votes
1answer
580 views
Processing component pools problem - Entity Subsystem
Architecture description
I'm creating (designing) an entity system and I ran into many problems. I'm trying to keep it Data-Oriented and efficient as much as possible. My components are POD ...
5
votes
1answer
696 views
How would you design components for an entity like this?
This is not a question about how to implement a component based system. I have my own system implemented and working fairly well, just can't figure out a good way to split some entities to fit the ...
2
votes
0answers
222 views
Suitable in memory storage library to store components for entity systems
I am studying entity indexed components and came up with a naive C++ implementation which just iterates over all entity "hash tables" and applies update/delete/insert functions in place. I'm having ...
0
votes
0answers
629 views
artemis entity system framework questions (All about FRP)
I'm integrating artemis entity system in my IOS engine. Everything is working nicely but there are some tasks that I'm finding difficult to achieve.
Artemis works around components and systems. ...
4
votes
2answers
2k views
Functional reactive programming (FRP) in games. Some doubts and thoughts
These days I'm doing some research on Component based entity systems. I had a first aproximation using a blackboard pattern at Entity level and components sharing this blackboard to do communication.
...
3
votes
2answers
307 views
How to place objects/entities randomly in JS?
I'm making a game and I have a script (running it with Node) on the server that currently just randomly places things on the map... I'd like to change that. I saw something about Perlin noise but I'm ...
1
vote
2answers
435 views
Entity manager loop opinions
This days I'm refactoring code and one of the things I want to improve is my entity manager code. More precisely, the update funcion where entities are updated. My engine is a 2D tile based engine ...