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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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
124 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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321 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
164 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
316 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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2answers
98 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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0answers
166 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
213 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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0answers
243 views

What is the proper methodology for nesting entities inside of each other in an Entity Component System [closed]

I've been working on working up a basic prototype for a game in C# using MonoGame and Artemis. I'm new to Entity Component Systems, and have run into a design concern related to nesting. I've read a ...
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1answer
434 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
131 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
735 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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2answers
75 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
1k 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
578 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
254 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
515 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
240 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
582 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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245 views

How can this kind of entity/component organization improve cache efficiency?

I've been reading up about entity component systems as a design pattern for an OpenGL engine. The style I'm trying to implement has entities only being integers, and components being long contiguous ...
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2answers
169 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 ...
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2answers
359 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
582 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
597 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
1k 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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2answers
105 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
70 views

Handling AI with ECS in a turn based roguelike

I am trying to implement the Entity Component System pattern to use in a roguelike game. Right now, I have 3 systems. Input, AI, and Action. The input system basically is just a system used by the ...
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3answers
126 views

ECS Reference another Entity's Properties

In an entity component system (implemented where components only contain data and systems operate on groups of data) one can guarantee that the entity in which a system is operating on has the desired ...
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139 views

Entity Component System, How to decouple components need for entity as parameter?

I use Artemis entity system framework, C# port. I have problem with figuring out a good way to handle items and using them. Game is AI driven mostly, so it's not the player that is interacting, but ...
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1answer
137 views

How do I efficiently deal with entities moving between chunks?

I am working on a game in which entities need to be stored in chunks. This is the basic chunk format: public static Entity [row][column][entities] chunkEntities; However, some of my entities move. ...
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1answer
191 views

How do components and systems relate to each other in an entity component system?

I'm trying to learn and understand the ECS (Entity Component System) so that I can create a game using this design pattern but I've got a lot of things that I still don't understand. Lets say I've ...
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4answers
470 views

Entity Component Architecture and Scripting without using threads

I am working on a small game engine for practicing purpose and also for putting some of my ideas into action. What I have so far is a couple of systems for rendering, sound etc. The next step is to ...
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1answer
543 views

Communication pattern in Entity Component System

I'm putting together a ECS for my game with another two main components: an event bus for communication and a Lua interpreter to load scripts. Now, the parent element is a framework/game object with ...
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1answer
155 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 ...
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1answer
689 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
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
618 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
41 views

Firing attack and take_damage events on entity attacking?

I have an Entity class with health, armor, and damage. I want my entities to raise some kind of take_damage and attack events whenever they attack or take damage. Here's my current implementation: ...
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1answer
78 views

Collision response callback

First at all, I'm not asking how to handle or detect collision. I already have that. My actual situation is, I have a system collision and I detect the collisions. Every collision detected is store ...
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110 views

Cross component communication -Java

I am making my first simple game engine and decided to go with a ECS (Entity component system) from inspiration from Unity. I spent quite awhile online trying to figure out how to implement it. I ...
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1answer
137 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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1answer
468 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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2answers
693 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 ...