Linked Questions

50
votes
3answers
16k views

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 ...
2
votes
2answers
1k views

Can I remove the systems from a component entity system?

After reading a lot about entity-component based engines, I feel like there is no real definition for this kind of engine. Reading this question, and the linked articles, made me think a lot. I do not ...
25
votes
4answers
28k views

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'...
16
votes
3answers
6k views

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 ...
0
votes
2answers
786 views

How can I cast a std::shared_ptr<Component> to the correct derived class?

I'm trying to implement a component based design for a game I'm making. I decided to write it in C++, but I'm not very good at it. Coming from a Java background I encountered a problem when trying to ...
1
vote
0answers
469 views

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 ...
3
votes
2answers
678 views

How would the entity system handle dependent components?

Currently, I am learning about entity-component-systems, and I have a question concerning the components. How would the systems handle dependent components? For example, In a 2D game, I have a game ...
3
votes
1answer
1k views

Component-based object, traversal?

I'm working on a small C++ component based game engine, as such... Object Foo might extend GameObject and x number of component ...
4
votes
3answers
3k views

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 ...
3
votes
3answers
4k views

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 ...
0
votes
1answer
55 views

How to efficiently organize different game zones with different functionality?

For now I have a list of basic data class like position in game world, dimensions, type and stuff like that, but since I am starting to implement their functionality it seems kind of a bad pattern, I ...
12
votes
3answers
3k views

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 ...
1
vote
2answers
2k views

How can I correctly use an unordered_multimap as entity and component storage?

The Setup I've made a few games (more like animations) using the Object Oriented method with base classes for objects that extend them, and objects that extend those, and found I couldn't wrap my ...
2
votes
3answers
2k views

Issues with ECS performance

I'm currently implementing ECS in "classic" sense, as defined by this wonderful post, where we have Entities, Components and Systems. And I'm having a serious (for me) performance issues. They come ...
1
vote
1answer
2k views

What is the component for the AI system in a component-based entity implementation?

In order to wrap my head around component-based systems, I started making my own little framework. Unfortunately I am not completely sure how systems are supposed to be used in some specific cases. ...

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