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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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 ...
3
votes
2answers
288 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
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1answer
379 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 ...
5
votes
3answers
354 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 ...
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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 ...
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4answers
2k views

Appropriate level of granularity for component-based architecture

I'm working on a game with a component-based architecture. An Entity owns a set of Component instances, each of which has a set of Slot instances with which to store, send, and receive values. Factory ...
1
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 ...
4
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2answers
2k 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
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1answer
876 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, ...
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vote
3answers
789 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 ...
23
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3answers
6k 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 ...
3
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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
283 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
459 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
129 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
357 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
1answer
1k 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 ...
12
votes
2answers
5k 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
2answers
615 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
314 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
287 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 ...
-1
votes
1answer
429 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 ...
5
votes
0answers
494 views

Techniques for incorporating physics engines like Box2D into a Component-based Entity System [closed]

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
252 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 ...
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votes
3answers
4k views

Component entity system - Updates and call orders

In order to get components to be able to update every frame (and leave this functionality out of components that don't need to) I got the idea to make an UpdateComponent component. Other components ...
5
votes
3answers
1k 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 ...
2
votes
1answer
192 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 ...
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vote
1answer
345 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 ...
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votes
2answers
612 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
347 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
168 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 ...
7
votes
3answers
4k 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
1answer
858 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 ...
1
vote
1answer
264 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 ...
5
votes
2answers
2k 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 ...
3
votes
2answers
842 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, ...
7
votes
2answers
5k 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
469 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
619 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 ...
4
votes
2answers
502 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. ...
0
votes
1answer
559 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 ...
9
votes
1answer
2k 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
809 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 ...
1
vote
1answer
471 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?
2
votes
3answers
730 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 ...
7
votes
1answer
1k 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
1k 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
1answer
203 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, ...
5
votes
4answers
2k 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 ...
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vote
1answer
418 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. ...