2 De-built the wall-of-text, fixed grammar.
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Actually that is easy to achiveachieve. 

If you have a collision, create a new entity with position component (for posionalpositional sound) and a collision component (maybe with the force as data). NoNow write a CollisionSoundSystem which deals with that new entity. Ah and

And I suggest a decay component and a decay system to get riderid of the collision entity in under a second. Maybe you have an EffectSystem as well for some nice hit effects. I

I would not mix it too much with traditional OO practicepractices, at least not on the same abstraction level. I

In ES, you have to solve things in a different way than in traditional way of programming. Think in therms of an ES. regards

Actually that is easy to achive. If you have a collision create a new entity with position component (for posional sound) and a collision component (maybe with the force as data). No write a CollisionSoundSystem which deals with that new entity. Ah and I suggest a decay component and a decay system to get ride of the collision entity in under a second. Maybe you have an EffectSystem as well for some nice hit effects. I would not mix it too much with traditional OO practice, at least not on the same abstraction level. I ES you have solve things in a different way than in traditional way of programming. Think in therms of an ES. regards

Actually that is easy to achieve. 

If you have a collision, create a new entity with position component (for positional sound) and a collision component (maybe with the force as data). Now write a CollisionSoundSystem which deals with that new entity.

And I suggest a decay component and a decay system to get rid of the collision entity in under a second. Maybe you have an EffectSystem as well for some nice hit effects.

I would not mix it too much with traditional OO practices, at least not on the same abstraction level.

In ES, you have to solve things in a different way than in traditional way of programming. Think in therms of an ES.

1
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Actually that is easy to achive. If you have a collision create a new entity with position component (for posional sound) and a collision component (maybe with the force as data). No write a CollisionSoundSystem which deals with that new entity. Ah and I suggest a decay component and a decay system to get ride of the collision entity in under a second. Maybe you have an EffectSystem as well for some nice hit effects. I would not mix it too much with traditional OO practice, at least not on the same abstraction level. I ES you have solve things in a different way than in traditional way of programming. Think in therms of an ES. regards