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

0
votes
0answers
165 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 ...
0
votes
0answers
138 views

Entity Component System - Sharing System Data [on hold]

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 ...
-1
votes
1answer
263 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 ...
-6
votes
2answers
664 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 ...