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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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
278 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
514 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
594 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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2answers
418 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
323 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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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
82 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
199 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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2answers
407 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
145 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
260 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
334 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
330 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
162 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
482 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
68 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
83 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
50 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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1answer
104 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
456 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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1answer
246 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
136 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
261 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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1answer
442 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
298 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
102 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 ...
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1answer
355 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 ...
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3answers
421 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 ...
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2answers
210 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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1answer
239 views

How to use Bullet physics with Entity Component Systems?

I have an Entity Component system and I want to have a Physics Component that would add the given object to the physics simulation. My problem arises because the Bullet API requires me to add each ...
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1answer
186 views

How to keep Input System and Graphics System separate?

I want to keep Input System and Graphics System separate, but the Window Handler that's created by graphics component make everything really hard. How should I approach this situation?
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1answer
547 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
291 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
343 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
472 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
353 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
983 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
545 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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1answer
84 views

Entity System handle graphics/textures [duplicate]

I use in Java Artemis(entity system library) and Slick2D(graphics library) for a game. Now I wonder me, how I should handle graphics(sprites, textures...). In the demos of the page from Artemis it ...
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0answers
140 views

Messaging system between components implementation

What are the pros and cons of these two kinds of messaging objects: The first one I make a generic message object with things like an Enum for the type of message, and arrays of ints, floats and ...
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0answers
116 views

Entity Component System - Sharing System Data

I'm working on an Entity Component System in XNA/C# and I wondering how, and if, systems within an ECS share data. For example: Lets say I have a ParticleSystem, RenderSystem and an ...
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1answer
212 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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0answers
36 views

How to make a basic exp system [duplicate]

I'm using java and planning out a game i'll work on. Before I start coding, how would I add so the user gets a reasonable amount of exp each level so I don't have to have a max level.(I might ...
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2answers
656 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 ...