Linked Questions

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0 answers

Nested Entities in Entity Component Systems (ECS) [duplicate]

Say I have an entity that has these components: -Transformation -Visual Imagine that these components can nest: If I have a parent transformation component, a child transformation relies on the ...
Danny Yaroslavski's user avatar
27 votes
4 answers

Are there existing FOSS component-based frameworks? [closed]

The component based game programming paradigm is becoming much more popular. I was wondering, are there any projects out there that offer a reusable component framework? In any language, I guess I don'...
Tesserex's user avatar
  • 2,294
56 votes
3 answers

In an Entity-Component-System Engine, How do I deal with groups of dependent entities?

After going over a few game design patterns, I have settle with Entity-Component-System (ES System) for my game engine. I've reading articles (mainly T=Machine) and review some source code and I ...
John Daniels's user avatar
17 votes
3 answers

Why is it a bad idea to store methods in Entities and Components? (Along with some other Entity System questions.)

This is a followup to this question, which I answered, but this one tackles with a much more specific subject. This answer helped me understand Entity Systems even better than the article. I've read ...
jcora's user avatar
  • 7,887
12 votes
4 answers

How to make a game without OOP? [closed]

I am currenty studying game development and practicing making games. I use a lot of OOP in my games. For example, each missile that is shot is an instance of a ...
user3150201's user avatar
11 votes
4 answers

Entity System and rendering

Okey, what I know so far; The entity contains a component(data-storage) which holds information like; - Texture/sprite - Shader - etc And then I have a renderer system which draws all this. But ...
hayer's user avatar
  • 596
8 votes
4 answers

What is a pure ECS?

What is a "pure" ECS? What makes an ECS pure or not? Although the term appears to have come up since as early as 2013 in this community, it appears that often, a user asking a question feels the need ...
Vaillancourt's user avatar
  • 16.3k
10 votes
5 answers

How can I efficiently implement a bitmask larger than 64-bits for component existence checks?

In my ECS implementation, I use bit-wise operations (as described and illustrated in this thread) to tell an entity what type of components it currently consists of. So my ...
Philip Allgaier's user avatar
10 votes
2 answers

When/where to update components

Instead of my usual inheritance heavy game engines I'm toying with a more component based approach. However I have a hard time justifying where to let the components do their thing. Say I have a ...
Roy T.'s user avatar
  • 10.2k
12 votes
3 answers

Grouping entities of the same component set into linear memory

We start from the basic systems-components-entities approach. Let's create assemblages (term derived from this article) merely out of information about types of components. It is done dynamically at ...
Pythagoras of Samos's user avatar
6 votes
6 answers

Logic in Entity Components Systems

I'm making a game that uses an Entity/Component architecture basically a port of Artemis's framework to c++,the problem arises when I try to make a PlayerControllerComponent, my original idea was this....
aaron's user avatar
  • 61
5 votes
4 answers

Should each Entity have its own update and render methods?

First, the questions: Should each Entity (which are classes like Character, Tree, Enemy) have its own update() and render() methods? If that's the case, then should I use Interfaces like "Renderable" ...
Lucas Tulio's user avatar
  • 1,317
5 votes
4 answers

Inheritance Hierarchy and Design -- avoiding multiple inheritance

I am working on a 3D game, and need some advice about how to best design and structure my code so that I achieve what I'm going for without using bad practices like multiple inheritance. Basically ...
MVTC's user avatar
  • 239
4 votes
3 answers

Rendering order in an Entity System

Say I use a basic ES approach, and also inside Systems I hold lists of all entities that Systems are required to process. How do I maintain this list of entities in desired rendering order, i.e. for ...
Pythagoras of Samos's user avatar
5 votes
3 answers

Visitor-pattern vs inheritance for rendering

I have a game engine that currently uses inheritance to provide a generic interface to do rendering: class renderable { public: void render(); }; Each class ...
akaltar's user avatar
  • 1,681

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