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.

learn more… | top users | synonyms

22
votes
3answers
5k 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 ...
97
votes
1answer
16k 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 ...
8
votes
2answers
3k 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
355 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 ...
5
votes
2answers
713 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
521 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 ...
3
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
2k 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 ...
5
votes
2answers
349 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 ...
6
votes
1answer
1k 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
1k 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 ...
4
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
1k 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 ...
7
votes
2answers
2k 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 ...
21
votes
3answers
5k 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 ...
10
votes
2answers
1k 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 ...
49
votes
1answer
9k 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 ...
5
votes
1answer
897 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
886 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 ...
1
vote
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 ...
8
votes
1answer
789 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
889 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 ...
3
votes
0answers
294 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 ...
5
votes
2answers
3k 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
361 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
580 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 ...
13
votes
3answers
3k views

Organizing an entity system with external component managers?

I'm designing a game engine for a top-down multiplayer 2D shooter game, which I want to be reasonably reuseable for other top-down shooter games. At the moment I'm thinking about how something like an ...
1
vote
1answer
501 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 ...
2
votes
3answers
437 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. ...
12
votes
4answers
863 views

How can I assign entity IDs in a robust way in a network game?

I'm working on an entity system for a networked game and I'm assigning each entity a unique 32-bit integer id that I can use to serialize references to entities and the entities themselves. Currently ...
0
votes
1answer
570 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 ...
2
votes
3answers
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 ...
31
votes
2answers
10k views

Entity/Component Systems in C++, How do I discover types and construct components?

I'm working on an entity component system in C++ that I hope to follow the style of Artemis (http://piemaster.net/2011/07/entity-component-artemis/) in that components are mostly data bags and it's ...
4
votes
2answers
312 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 ...
3
votes
1answer
313 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 ...
12
votes
5answers
777 views

Why place entity config outside of scripts?

I've seen a lot of games that define the entity components in script files, but when they configure each entity and specify what components it has, they use some other file format (like XML). Why do ...
1
vote
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 ...
6
votes
2answers
691 views

Data Structure (or algorithm) for fast distance-based entity lookups

For example, your game has 100 enemies (on different teams) running around and their AI wants to inspect the nearby entities to see which it should attack. What is a fast way to organize those ...
9
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
2answers
1k 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 ...
1
vote
2answers
391 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 ...
6
votes
5answers
936 views

Whats the most efficient method for controlling entities?

I'm creating a tower defense game and I'm having logistical issues trying to figure out how to best have all of the enitites do their apporiate task. I have considered just constantly looping through ...
22
votes
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 ...
-6
votes
2answers
678 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 ...
6
votes
4answers
1k views

How does an Engine like Source process entities?

[background information] On the Source engine (and it's antecessor, goldsrc, quake's) the game objects are divided on two types, world and entities. The world is the map geometry and the entities are ...
7
votes
3answers
782 views

Overriding component behavior

I was thinking of how to implement overriding of behaviors in a component based entity system. A concrete example, an entity has a heath component that can be damaged, healed, killed etc. The entity ...
25
votes
5answers
2k views

Doing powerups in a component-based system

I'm just starting really getting my head around component based design. I don't know what the "right" way to do this is. Here's the scenario. The player can equip a shield. The the shield is drawn ...
7
votes
3answers
2k views

Role of an entity state in a component based system?

Component-based entity systems are all the rage these days; everyone seems to agree they are the way to go, but no one really has a definitive implementation of such a system. I was wondering, what ...
5
votes
4answers
839 views

Drawbacks of using reflection for a component based system at loading-time

I'm coding a little casual game in Java using Slick2D. This game use a lot of different "objects", managed in a composite way. So, firearms, furniture in the map, NPC and player character will be ...
0
votes
1answer
569 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 ...