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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181 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
657 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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3answers
739 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 ...
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1answer
401 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
248 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
222 views

Who Handles Collision in a Component Based Entity System [duplicate]

I kind of stucking at my current plattformer protoype for learning the component based entity system pattern. I have CollisionComponent and a CollisionSystem. The CollisionSystem checks every frame ...
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2answers
492 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
459 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
225 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
574 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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1answer
121 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
165 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
344 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
535 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
553 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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1answer
95 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
149 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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1answer
385 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
138 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
577 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
604 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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0answers
3 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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0answers
71 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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4answers
340 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
130 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
397 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
683 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 ...