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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21
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6answers
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What designs are there for a component based entity system that are user friendly but still flexible?

I've been interested in the component based entity system for a while, and read countless articles on it (The Insomiac games, the pretty standard Evolve Your Hierarchy, the T-Machine, Chronoclast ... ...
7
votes
3answers
1k views

Component based entity system API naming problems

My engine uses a component-based entity system internally, and I want to bind it to Lua for scripting. Now, I want to save people who write scripts for it typing work. In C++, to set the position of ...
8
votes
2answers
886 views

How to manage all the NPC/AI objects on the server?

I'm writing a simple MMO, and currently have the the server-client architecture in place for multiple users to see each other and be able to move around together...now its time to add enemies. Was ...
3
votes
1answer
489 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 ...
4
votes
1answer
514 views

Managing Game Entity coordinates

In my Game I'm currently have "Scene Coordinates" which are the X,Y coordinates relative to a Game Scene. In that Scene there are Game Entities, let's say there's a GameEntity A in x=100.0, y=100.0 ( ...
4
votes
1answer
347 views

A few questions about entity states

This is the first time I'm trying to make a 2D game, so I'm having quite a few difficulties in getting things right. Right now I'm trying to figure out exactly how the entity state machine should ...
9
votes
3answers
2k views

Creating Entity as an aggregation

I recently asked about how to separate entities from their behaviour and the main answer linked to this article: http://cowboyprogramming.com/2007/01/05/evolve-your-heirachy/ The ultimate concept ...
5
votes
2answers
1k views

Implementing my Entity System. Questions about some problems I have found

Well during this week I have deciding about implementation of my entity system. It is a big topic so it has been difficult to take one option from the whole. This has been my decision: 1) I don't ...
8
votes
5answers
956 views

Managing multiple references of the same game entity in different places using IDs

I've seen great questions on similar topics, but none that addressed this particular method: Given that I have multiple collections of game entities in my [XNA Game Studio] game, with many entities ...
11
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4answers
4k views

Game engine with good Lua entity creation/management [closed]

I'm looking for an engine that constructs it's entities using Lua or other scripting language. This is in order to find inspiration and do it in my own engine as well. I know that Cryengine does use ...
19
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2answers
2k views

Component-Based System online resources

I've been considering moving to a more component-based approach in my games. Does anyone else have any decent reference material or sample implementations that would help make this transition a little ...
90
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9answers
10k views

Entity communication: Message queue vs Publish/Subscribe vs Signal/Slots

How do game engine entities communicate? Two use cases: How would entity_A send a take-damage message to entity_B? How would entity_A query entity_B's HP? Here's what I've encountered so far: ...