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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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 ...
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1answer
741 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 ...
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2answers
583 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 ...
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3answers
2k 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.. ...
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487 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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2answers
163 views

How can I provide attribute extensibility in a component-based entity system?

This question and its answers move against utilizing an entity component system where the component itself is just a generic class with an dynamic container for the attributes/properties of the ...
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1answer
666 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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695 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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1k 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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1answer
281 views

Entity Component System for HUD and GUI

This is a very rough sketch of how I currently have things designed. It should, at least, give an idea of how my ECS is currently designed. If you notice in that diagram, I have basically split ...
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290 views

Suitable in memory storage library to store components for entity systems [closed]

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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7answers
749 views

is ECS a kind of (or vs) OOP? [closed]

Is Entity Component System (ECS) considered a part of OOP or is it a completely different concept?
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1k 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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1k 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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2answers
161 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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2answers
652 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
918 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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1answer
445 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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3answers
569 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 ...
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2answers
866 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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2answers
222 views

What are the advantages of having component logic in a “system” versus the component itself?

For the past few days I've been trying to make my first game. I did some research on usual development practices and patterns and I settled on a composition system where the different components ...
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3answers
158 views

How do I deal with different “types” of entities in Entity-Component-System model?

I have CollisionSystem which basically iterates through the array of PhysicsComponent and checks if there was some collision between two entities. But where should interaction code go? And how should ...
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2answers
199 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? ...
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1answer
131 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 ...
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1answer
305 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 ...
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2answers
983 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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2answers
235 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 ...
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1answer
695 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, ...
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1answer
674 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 ...
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2answers
282 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 ...
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1answer
394 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 ...
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1answer
1k 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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3answers
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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1answer
216 views

How can I manage entities(in entity component system) using Lua scripts?

Suppose I have a code like this in C++ // Game.cpp Entity* hero; Entity* witch; ... // entity initialization if(/player near witch/) { if(hero->get<HealthComponent>()->getHealth() ...
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2answers
131 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
117 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 ...
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1answer
311 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 ...
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1answer
173 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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1answer
215 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 ...
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3answers
435 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. ...
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1answer
123 views

Viewing one of multiple worlds in a component entity system?

I've been working on a space simulation game. The player can control a ship and fly through wormholes to get from one solar system to another. I would like the player to be able to switch the camera ...
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1answer
150 views

ECS how to access multiple components (not the same one) in a system?

I'm implementing a basic entity component system from http://entity-systems.wikidot.com/rdbms-with-code-in-systems#java in C++, but I don't quite understand how I could do multiple components (not the ...
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2answers
291 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 ...
2
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1answer
279 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 ...
2
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1answer
335 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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1answer
964 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 ...
2
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1answer
189 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, ...
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1answer
97 views

Executing Components in an Entity Component System

Ok so I am just starting to grasp the whole ECS paradigm right now and I need clarification on a few things. For the record, I am trying to develop a game using C++ and OpenGL and I'm relatively new ...
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1answer
155 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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1answer
268 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 ...