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Questions tagged [entity-component-system]

Used when referring to the Entity-Component-System (ECS) architecture.

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How to update model transform of components when using physics?

I implemented a high level components system for my renderer and am curious about the right way to update the transforms components of models that have a physics rigidbody attached. I am using ...
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Pure ECS, How to copy all components from one entity to another

I am attempting to create component payloads using prefabs. My goal is to use ...
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How are one-to-many relationships usually expressed in ECS architecture?

I'm trying to implement a simple ECS to help understand the concepts, and I am having a bit of trouble wrapping my head around how it would be used in cases where there is not a 1-to-1 mapping between ...
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Array-Backed Entity Component System with Component Polymorphism

I'm tinkering with an array-backed ECS in C++ along the lines of EnTT. Components are stored in a struct-of-array fashion where each component type lives in its own homogeneous contiguous memory block....
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How to delete Unity Hybrid ECS Entities?

I'm trying to get into Unity's Hybrid ECS feature. Creating and Manipulating Entities has worked fine so far for me, but somehow I can't find a viable option to delete Entities which works 100% of the ...
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Should components in Entity Component System pattern have logic?

Is often read that in entity component system pattern we should treat components just as a passive data structure with no logic at all, this way we follow to a data oriented design approach with ...
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How to design prefabs in Entity Component Systems

In Unity (and I presume other game engines) you can create "prefabs" which are blueprints for game objects. They contain a list of components, and default values for those components. Prefabs can be ...
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How to implement n-body in an Entity Component System

Recently I've been throwing problems at Entity Component Systems to see how far I can push the paradigm. One problem in particular I struggle with, which is writing an elegant implementation of the n-...