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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4answers
398 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 ...
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3answers
476 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 ...
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2answers
336 views
How granular should entity states be?
I'm writing a component-based entity system and one of the components is the entity's state, which dictates how it reacts to game events. In case anyone has experience with implementing states, how ...
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1answer
210 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 ...
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2answers
269 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, ...
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2answers
434 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 ...
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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 ...
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1answer
268 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 ...
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2answers
154 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 ...
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1answer
416 views
How to determine what animation to render in a component-based system without breaking encapsulation?
In a component based system, how should change the rendering/visual state of an entity such that I know what animation to use, without breaking encapsulation?
My guess is that it would have to be ...
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1answer
165 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 ...
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1answer
171 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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1answer
228 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.
...
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1answer
259 views
Is component-based design an architectural pattern or design pattern?
When using the component-based paradigm in game development with engines like Unity, is component-based design an architectural pattern, or a design pattern?
Can I even say that component-based ...
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1answer
44 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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0answers
57 views
Events with Entity Component Systems
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 ...
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2answers
112 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, ...
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2answers
151 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 ...
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2answers
144 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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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 ...
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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 ...
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1answer
502 views
How to manage game components and their attributes?
Currently I am working with cocos2d for the iPhone. I want to make my game structured and consequential. How to manage all the game components?
What do I mean with game components? A game component ...
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2answers
195 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 ...
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1answer
195 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 ...
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1answer
157 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?
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1answer
405 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 ...
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1answer
144 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 ...
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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 ...
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1answer
853 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 ...
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1answer
474 views
Is an entity/component system appropriate for this geometry handling system?
I'm working on a Component/Entity-System based game engine atm. And I have this little dilemma. I have simple geometrical structures which might be downloaded or created in game at some point.
These ...
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0answers
79 views
Techniques for incorporating physics engines like Box2D into a Component-based Entity System
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 ...
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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. ...
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1answer
92 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 ...
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1answer
161 views
What programming language is most suited for Entity Component System development? [closed]
What programming language is most suited for Entity Component System (ECS) development? And are languages like straight C or functional languages better suited to ECS than an OOP language like C++, ...
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2answers
595 views
Component-based entities without IDs?
I'd like to know if someone has found a way to build a component-based entity system in their game(s) without using IDs. I find that IDs tend to do away with one of the major (possible) advantages of ...

