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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Updating a multithreaded Entity-Component-System

I am currently trying to implement an (sort-of) Entity-Component-System. I've got the gist of it, that is, how an ECS is supposed to work. So far i have 4 classes in my design (not yet fully ...
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298 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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2answers
748 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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415 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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27 views

Problem in nested parent-entity relationship in ecs

In the given flow, the character is the parent entity, gun is child of character and bullet is child of gun. I've got a component called NodeComponent which has the storage of child entities and a ...
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57 views

Multiple traversal of a component-based hierarchy

Let's say a game use a component-based hierarchy to store all of its entities. So it can have objects, characters, lights organized in some kind of tree. When rendering the game, it needs to first ...
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123 views

Relation between game systems and components in a component-based architecture?

Based on a question I previously asked here regarding to decoupling input from other components of an entity I developed a small component architecture on top of XNA to understand how everything works ...
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3answers
487 views

Collision Response in Entity Components Systems

This question seems to be a duplicate of mine, but I don't think it is. I'm trying to build a game using an ECS, but I want this ECS to be as simple as possible, therefore I am eschewing messages. ...
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949 views

Entity component system, Communication between components [duplicate]

I am trying to implement ECS for my simple 2D game. I would like to ask a question about how components should communicate between themselves and with entity. I tried to implement few components, ...
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2answers
196 views

Defining collision response in an Entity system

I'm building a really simple top-down 2d shooter which uses an Entity Component pattern. I've added several different entities to a level and given them different collision groups. I have an entity ...
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2answers
1k 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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266 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: /// <summary&...
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2answers
567 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
223 views

Selecting the entities needed for rendering [duplicate]

Currently I'm sorting and looping every entity on my level but I really don't need to. Only a small subset would be on screen. If I could extract a list of entities from my main list that are on ...
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1answer
390 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
482 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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2answers
166 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
540 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
34 views

How to avoid position increment by velocity multiplied by delta time even the body is not moving?

In the below image, the character texture is properly sync to body even moving on free space. In the below image, the character is moving downward. But the texture got a span or not sync properly, ...
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62 views

Loading scenes from files, or hard coding it?

In a game engine I'm working on I'm using scenes similar to what you would find in Unity. The entities in my game are composed of reusable components and custom data which is linked to those ...
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1answer
131 views

Multiple lua scripts using newthread

I'm trying to hook lua-scripts to my entities, where several entities of the same type want to use a separate instance of the same script. Problem is, when I run two or more scripts and use any C-api ...
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1answer
277 views

Dynamic Events in an Entity Component System

My game makes extensive use of libGDX's Entity Component System Ashley, and my game world (including all levels and areas) is created with Tiled. In Tiled, I have an object layer where all of my ...
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1answer
137 views

Getting a Specific Component in an Entity Component System

I've got component class: class Component { public: Component(); ... }; then my various components derive from the base Component class class VelocityCom : public Component { public: ...
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1answer
201 views

How can I handle invulnerability in an entity system?

I currently have an entity component system with messaging. The messages are delivered to each subscriber, but each subscriber gets their own copy, basically meaning that altering a message doesn't ...
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1answer
484 views

C++ Entity Component System: Diverse Behaviours

I'm trying my hand at an action RPG kind of game and using a modified version of entityx from alecthomas, which is basically an Entity Component System. I have really big troubles with some of the ...
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1answer
161 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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175 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
274 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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388 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
130 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
398 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
171 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
334 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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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 ...
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1answer
652 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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22 views

How do I pool a bullet in libgdx ashley ECS approach?

I'm having problem creating bullet pool in ashley ECS approach, because i'm using PooledEngine, everything is pooled. So I've done is I just use engine.createEntity(), engine.addEntity() and engine....
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24 views

What is the proper way of creating bullet in libgdx ashley ecs framework?

I'm still thinking, how do I properly pool a bullet in libgdx ashley? Because the PooledEngine is available, which the Entities, Components and Systems are already Pooled. I made this below example, ...
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2answers
110 views

Entity System and “composite” entities

I'm new to the Entity Component System pattern and there's something I cannot figure out. Let's say I have the following entity: Player: { Components: [ Position: { x: 0, ...
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73 views

When NOT to use ECS architecture? [closed]

I'm familiar with the notion of entity-component-system architecture, and its advantages over traditional class trees. That being said, are there scenarios where one wouldn't want to use entity-...
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1answer
72 views

Libgdx + Ashley moving one texture causes everything to jump

My problem is that as i am moving my player entity all my entities shift position by the reverse total of my player entities movement vector, However the only system to move things is my ...
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0answers
202 views

How to architect systems is Enity Component System, in C++ [closed]

When creating an ECS in C++, what are good, simple approaches to architecting the systems. Should each system be a static function of a dedicated class (is this semantically different than just ...
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1answer
519 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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150 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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3answers
145 views

Alternative to entity system in a game engine? [closed]

I have been developing a game engine. I was wondering what I should use for a component system. I've read up on entity component systems, but what other alternatives are there? The idea of searching ...
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1answer
945 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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1answer
1k 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. ...
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2answers
117 views

entity component - get object from entity system without knowing it's ID

Ive been building a game using a Entity Component system, but im having a bit of an issue finding a specific object in my entity system without knowing the Entity's Id. My game is organized in ...
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2answers
3k views

How to cleanly serialize/de serialize a Dictionary whose values are of a derived class using c# newtonsoft json [closed]

I am working on and entity component system and I am storing entities as a JSON file. Components are stored in an entity as a Dictionary of components. I am using newtonsoft's JSON library. After ...
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1answer
691 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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2answers
262 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 ...