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 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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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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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 ...