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

1
vote
3answers
81 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. ...
1
vote
1answer
205 views

Is there any reason not to make all my components a single class?

What would be the downside to using a generic all-encompassing Component class versus specific classes (PositionComponent, InputComponent, et cetera) for each component in an entity/component system? ...
1
vote
2answers
380 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 ...
1
vote
3answers
120 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 ...
1
vote
2answers
161 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 ...
1
vote
1answer
253 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 ...
1
vote
1answer
307 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?
1
vote
2answers
542 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 ...
1
vote
2answers
508 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 ...
1
vote
1answer
744 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 ...
1
vote
2answers
459 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 ...
1
vote
1answer
341 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 ...
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 ...
1
vote
1answer
84 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: /// ...
1
vote
1answer
119 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 ...
1
vote
2answers
282 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 ...
1
vote
1answer
150 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 ...
1
vote
1answer
616 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 ...
1
vote
1answer
280 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 ...
1
vote
1answer
344 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. ...
1
vote
1answer
352 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 ...
1
vote
2answers
163 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 ...
1
vote
1answer
491 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 ...
1
vote
1answer
126 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 ...
1
vote
1answer
248 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 ...
1
vote
1answer
111 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 ...
1
vote
1answer
256 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 ...
1
vote
1answer
142 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 ...
1
vote
2answers
274 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, ...
1
vote
1answer
459 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 ...
1
vote
1answer
326 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. ...
1
vote
0answers
108 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
votes
1answer
491 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 ...
0
votes
3answers
498 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 ...
0
votes
2answers
221 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 ...
0
votes
1answer
130 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 ...
0
votes
1answer
314 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 ...
0
votes
1answer
193 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?
0
votes
1answer
558 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 ...
0
votes
2answers
99 views

How can I efficiently update only the entities that matter in a given frame?

I'm making a RTS, which can potentially have lots of units in one map (think Age of Empires). I'm looking for a way to update my units. I want to avoid calling a virtual Update() method every frame ...
0
votes
1answer
128 views

What is the component for the AI system in a component-based entity implementation?

In order to wrap my head around component-based systems, I started making my own little framework. Unfortunately I am not completely sure how systems are supposed to be used in some specific cases. ...
0
votes
2answers
305 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 ...
0
votes
1answer
371 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 ...
0
votes
1answer
495 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 ...
0
votes
1answer
410 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 ...
0
votes
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 ...
0
votes
1answer
992 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 ...
0
votes
1answer
560 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 ...
0
votes
1answer
50 views

Entity Component Architecture - initialization between multiple components

I'm starting work on an game set in an isometric world, and I'm having a bit of trouble understanding how to implement certain aspects of the entity component system idea. Here are the Components and ...
0
votes
1answer
90 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 ...