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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1answer
166 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 ...
2
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1answer
187 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
361 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
327 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
402 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 ...
2
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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 ...
2
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1answer
199 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
505 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
193 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
279 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 ...
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0answers
430 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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5answers
2k views

Entity System creating Components

Over every entity system I see implemented in C++, or even in Java/C# (e.g. the Artemis framework). I see components not allocated via a new operator (or something similar, e.g. std::make_shared). For ...
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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
87 views

How can I utilize external libraries within an entity system?

I'm implementing an entity system for educational purposes. I wanted to focus on the system itself and don't know much about rendering and physics, so I'm using external libraries for those tasks. ...
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2answers
399 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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2answers
119 views

How can I handle position in an entity system where position can be 2D or 3D?

I'm working on a game engine to learn how it's done (so I might better take advantage of the techniques involved and other, similar engines in the future), and I've run into a problem when handling ...
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1answer
259 views

ECS and life management of entities

I am done with my game's framework and I am trying to implement a life-management system. My framework so far has: Systems that hold pointers to the Entities they are interested in. An Engine ...
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3answers
195 views

in an ECS framework why are components indexed via their name rather than an Enum?

I have been reading through a number of discussions on ECS framework and very often I see components being referred to via name rather than through a string object such as an enum or a struct. I'm ...
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2answers
190 views

Is it feasible to use a DHT to span an MMO over many servers for improving reliability?

At the moment I have an idea for how to handle distributing MMO servers. At the core is a bunch of worker nodes that all share the same set of distributed hash tables. Each DHT stores a specific game ...
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2answers
739 views

Entity Component System, weapon

I'm new to game programming and currently trying to understand Entity Component System design by implementing simple 2d game. By ECS I mean design, described here for example In my game I have ...
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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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1answer
260 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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1answer
401 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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2answers
601 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
231 views

Where does event-based audio fit in a component-based entity system?

Assuming the underlying low level audio logic is encapsulated in some outside class... what is the best way to add audio effects to a component-based entity framework? I am taking the approach that ...
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2answers
544 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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1answer
365 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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2answers
342 views

Entity Component System Coupling

Lately I've been working on a small personal project which is basically an Entity Component System framework with autoupdated Systems. While I have a pretty good idea on the way the framework should ...
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2answers
313 views

How can I correctly use an unordered_multimap as entity and component storage?

The Setup I've made a few games (more like animations) using the Object Oriented method with base classes for objects that extend them, and objects that extend those, and found I couldn't wrap my ...
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1answer
146 views

Drawing Sprites with Artemis

I am trying to trace the StarWarrior code (the Artemis tutorial). I cannot figure out how these sprites are being drawn. This is the code where the player's ship is initialized: /// ...
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2answers
348 views

How to associate entities in a Entity Component System (Artemis)

I want to implement an association between 2 entities in a ECS architecture using Artemis framework, which handles Components, Entities and Systems very well for me. I have an entity "Empire" (with ...
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1answer
184 views

Dealing with sprite loading and setting in an entity-component system

I've just started using an entity-component system for the first time and I'm having trouble making some decisions. Currently I've got a SpriteComponent that holds a sprite, a ...
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1answer
329 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
395 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
392 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
164 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
505 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
83 views

Handling creation of entities on level creation

I'm currently working on a 2d physics based plat former, kinda in the style of super meat boy. In super meat boy, you have multiple levels and I want a similar sort of thing but is there a general way ...
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1answer
137 views

Component-Entity Systems Code Generation [closed]

I'm really enjoying component entity approach (I'm currently using ASH haxe, but particular language/framework doesn't really matter). However the problem is - there're way too many elementary ...
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2answers
174 views

Entity Component System: Store pointer in Component to Entity

I was wondering if it is a bad idea to store a pointer in every Component to the Entity which owns the Component. E.g. I have a Component "NPC". Each entity which owns this Component also must have ...
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1answer
210 views

How do I implement space partitioning in entity component system?

My systems work on components without needing to now anything about entities. I want to implement simple grid partitioning, so each entity will be given a cell based on its current position. But how ...
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1answer
601 views

Scene Graphs and Entity Component Systems

I am trying to determine how to move my current implementation of nodes in a scene graph to an entity component system and am struggling to wrap my head around how the two can work together, if at ...
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1answer
121 views

How do I best solve multiple component modifications via a single event?

I'm trying to solve multiple component modifications via a single event. Is there a better way of handling this? I have an a label entity that cares about when a shield entity's hitpoints component ...
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1answer
293 views

Need opinions on my component based design [closed]

I have an Entity class and a Component class. The Entity class has a list of attached components, and each component also has a member variable that is a reference to the entity that it is attached to ...
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1answer
157 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 ...
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2answers
300 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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vote
1answer
105 views

What is the proper methodology for nesting entities inside of each other in an Entity Component System [closed]

I've been working on working up a basic prototype for a game in C# using MonoGame and Artemis. I'm new to Entity Component Systems, and have run into a design concern related to nesting. I've read a ...
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vote
1answer
376 views

AI of Turn Based game using Entity System approach

I just recently learned about Entity Systems and want to try it out on a real example (I was developing a game recently and want to try to port it over Entity Systems). But I got problem right away. ...
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0answers
124 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 ...
0
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1answer
624 views

Superclassing RPG Game Entities [closed]

I am in the design process of an RPG game and I have no experience at all in game dev. This question is about how I should approach entity management using OOP classes. My train of thought is as ...