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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Entity Component System for HUD and GUI

This is a very rough sketch of how I currently have things designed. It should, at least, give an idea of how my ECS is currently designed. If you notice in that diagram, I have basically split ...
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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 ...
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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 ...
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Entity Component System - Sharing System Data

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 ...