Linked Questions

9
votes
2answers
1k views

Many sources of movement in an entity system

I'm fairly new to the idea of entity systems, having read a bunch of stuff (most usefully, this great blog and this answer). Though I'm having a little trouble understanding how something as simple ...
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 ...
2
votes
2answers
395 views

What are the advantages of having component logic in a “system” versus the component itself?

For the past few days I've been trying to make my first game. I did some research on usual development practices and patterns and I settled on a composition system where the different components ...
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 ...
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 ...
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 ...
5
votes
1answer
1k views

Entity component system - where did attributes and behaviors come from?

I recently spent quite some time understanding and building a component-based system. I got stuck on a few problems and after searching for quite some time ran across this answer which is talking ...
4
votes
1answer
1k views

Should components have sub-components in a component-based system like Artemis?

I am designing a game using Artemis, although this is more of philosophical question about component-based design in general. Let's say I have non-primitive data which applies to a given component (a ...
3
votes
1answer
1k views

ECS how to access multiple components (not the same one) in a system?

I'm implementing a basic entity component system from http://entity-systems.wikidot.com/rdbms-with-code-in-systems#java in C++, but I don't quite understand how I could do multiple components (not the ...
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 ...
2
votes
1answer
596 views

Questions about the details of implementing a component-based entity system [closed]

I started reading about component-based entities, and overall it seems like a good idea, but many of it seems to skip over a lot of details and not give many real examples, so there are things that ...
2
votes
1answer
732 views

Different kinds of movement in component based entity system

I am writing a pong clone with a component based entity system. But I am having trouble with the different kinds of movement in the game. The problem is the following: My paddles will just move up ...
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. ...
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 ...
1
vote
0answers
467 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 ...

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