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

0
votes
3answers
113 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 ...
1
vote
2answers
78 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
34 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
509 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 ...
1
vote
0answers
27 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) ...
0
votes
0answers
99 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 ...