Linked Questions

1
vote
0answers
466 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 ...
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 ...
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 ...
10
votes
4answers
10k views

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 ...
11
votes
4answers
12k views

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 ...
10
votes
2answers
4k views

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 ...
8
votes
5answers
7k views

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 ...
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 ...
6
votes
6answers
6k views

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....
5
votes
4answers
4k views

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" ...
5
votes
4answers
2k views

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 ...
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 ...
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 ...
7
votes
4answers
5k views

Retrieving components from game objects (entities)

Using C# and XNA 4, I've made the decision to go for an entity-component based design for my game after reading such posts as this and this, but I'm now struggling to find how to retrieve components ...

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