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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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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2answers
577 views
Checking for Weapon Collision in a 2D overhead RPG game
I'm starting development on a 2D overhead RPG game, and am wondering what the best approach for handling weapon collision and dealing damage to enemies is.
I'm currently using a basic ...
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1answer
599 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 ...
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2answers
279 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. ...
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3answers
876 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 ...
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2answers
753 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 ...
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1answer
501 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 ...
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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.
...
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1answer
437 views
Managing Game Entity coordinates
In my Game I'm currently have "Scene Coordinates" which are the X,Y coordinates relative to a Game Scene.
In that Scene there are Game Entities, let's say there's a GameEntity A in x=100.0, y=100.0 ( ...
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2answers
501 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 ...
4
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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 ...
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2answers
286 views
Storing Entity Meta-Data
The question is about how to handle data about entities, but not particularly useful to the entity itself. An example of such data may be the external script that controls the entity's behavior or the ...
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1answer
312 views
A few questions about entity states
This is the first time I'm trying to make a 2D game, so I'm having quite a few difficulties in getting things right. Right now I'm trying to figure out exactly how the entity state machine should ...
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1answer
370 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; ...
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votes
3answers
447 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 ...
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
277 views
Entity position: In map or in script?
I'd like to know how others have handled the issue of storing the entity's position. (Or maybe it's not an issue and I just make it too complicated.)
I'm undecided on whether to store the position of ...
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votes
2answers
381 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 ...
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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 ...
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2answers
654 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 ...
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2answers
301 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 ...
3
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1answer
470 views
Design suggestions for my Entity module
I need some advice on how to design the Entity module in my game, how to apply the MVC pattern and generally how the Entity should interact with its controller and its representation.
First some ...
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votes
2answers
340 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 ...
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1answer
366 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 ...
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1answer
693 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 ...
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3answers
886 views
Question about “Entity System” design
I am developing a top down 'thing' in SFML and C++ and was wondering about how best to handle so called Entities in my game.
An entity, for example is defined by me as an object in-game, such as a ...
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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 ...
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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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1answer
362 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 ...
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votes
2answers
389 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 ...
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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 ...
2
votes
1answer
132 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 ...
2
votes
3answers
485 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 ...
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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 ...
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1answer
275 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 ...
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 ...
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 ...
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 ...
2
votes
1answer
545 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 ...
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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 ...
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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.. ...
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 ...
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 ...
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votes
3answers
417 views
Need some advice on designing components
So after reading about components for a bit I want to make a very simple spaceshooter game that uses components and systems. However, I'm a bit confused on how much scope each component should have. ...
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, ...
2
votes
1answer
277 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 ...
2
votes
0answers
153 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 ...
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0answers
221 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 ...
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4answers
395 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 ...
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3answers
1k views
XNA Entity Component Design: Lost on how to include Sprite Animation
I've been reading about Entity Component design and thought it's pretty neat.
I've been trying to write a quick 2D engine in XNA.
I think I've laid the proper groundwork for registering and updating ...

