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

1
vote
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. ...
0
votes
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: ...
2
votes
0answers
33 views

Entity Component System - Physics Animation Matrix Calculation?

The problem is how many times the matrices representing the bones (for animation and rendering) of an entity get calculated. If i have these components: Position Skeleton (holds matrices for bones) ...
2
votes
0answers
527 views

ECS, databases, XML and serialization

My entity/component/system engine is coming along quite nicely; I have two very different apps working on the same executable. (One 2-d scroller, one 3D Asteroids-type game). In the interest of ...
0
votes
0answers
109 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 ...