Questions tagged [entity-component-system]

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

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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 ...
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24 views

Entity Component System. System and managed / filtered entities storage

Recently, I have been working on my own implementation of an ECS. One of the decisions I made was to make systems store a contiguous vector with all the entities that the system would work on (for ...
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How to find and modify specific entity or gameobject in Hybrid ECS?

I am rotating 3 cubes in Unity with Hybrid ECS and the code goes like this : ...
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1answer
105 views

Tilemap collision in Pure ECS?

I'm currently making a 2D topdown dungeon crawler using pure ECS and Data Oriented Design. So I only use structs of arrays for all my components. I have now added tilemap generation, but was wondering ...
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22 views

How to execute something on a main thread in ECS?

I have a game in which I have 5000 spheres on the scene simultanously. I needed the spheres to check for collisions with player's mouse, so it looks like the player is removing the balls with his ...
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1answer
55 views

Hidden copies of the environment in an entity component system

For reasons outside the scope of this question, my game has several full copies of the game environment running asynchronously. At any one time, only one of these is rendered. This is trivial to ...
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2answers
140 views

How do I build the dependency graph on ECS?

ECS is excellent at decoupling: you split your game logic into multiple pieces, and every system is responsible for dealing with a specific piece. However, I don't know if each system should be aware ...
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1answer
42 views

Should fields in components in an ECS use polymorphism?

I've just started to try and learn how to use ECS (Entity component systems), but I'm having trouble understanding the concepts behind components. Should adding more types of components, or trying to ...
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1answer
183 views

IConvertGameObjectToEntity interface on Unity ECS

Was working on ECS and following the tutorials by Mike Geig in Unite Copenhagen on YouTube(https://youtu.be/BNMrevfB6Q0), and understood that unity automatically converts transforms, mesh renderers ...
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1answer
273 views

Unity conversion of Gameobjects to ECS

I have not worked with ECS before, so I was following the tutorial by Unity's Mike Geig on Youtube to convert gameObjects to ECS from Unite Copenhagen, and this code does nothing, and there are no ...
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1answer
229 views

How can I create a templated function to add components to their necessary containers using an ECS system?

I had implemented a basic ECS system and was then informed that it should be changed as each system should not directly store their required components. I have created a ...
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1answer
82 views

Where should I put units and items in a squad-combat ECS-based game?

So I'm working on a game where squads of varied units would explore, fight, trade and build on an overworld map. Combat would be automated more or less, and happen on the overworld. Basically, ...
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58 views

Properway to pass information from one system to another in an entity component system design

After having read some example programs (namely Pong, Snake and Pacman) I am now experiencing with ECS. I am wondering where to put the elements for a reward flow. Do you know good practices for ...
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1answer
36 views

Reading and writing components from multiple systems in ECS [duplicate]

As a learning exercise, I'm building my own ECS. I've got a situation where two separate systems want to query and possibly update a Transform component - input ...
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2answers
367 views

Entity Component System: where do I put containers?

I'm pretty new when it comes to the whole Entity Component System structure and I got some questions I just can't wrap my head around. I know that for example collisions, you'd have a ...
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1answer
276 views

Dealing with more complex entities in an ECS architecture

Preamble: I'm working on a level editor for my engine, which uses an ECS architecture. I have around a dozen component types so far, mostly dealing with graphics, like lighting components, model, and ...
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1answer
82 views

How to handle dynamic hierarchical entities in ECS

Here's the analogy: I have an organism which is composed of cells which can be further composed of a medley of attachments. What I have currently is a sort of event chain between child/parents to ...
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2answers
883 views

Fastest way to look up an entity with a set of components?

I'm currently trying to implement an ECS system, but I've sort of ran into a problem trying to fetch all of my entities that have a specific set of components. I currently have a Dictionary that maps ...
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1answer
43 views

Intellisence doesn't show the ECS API Summaries

I am not sure if this is more of an ECS topic problem or packages in general. but it would be really helpful for ECS programming with all the summaries the Unity has provided. For unity engine methods,...
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98 views

Querying Navmesh with ECS

Has anyone had any luck with querying the baked Navmesh with ECS? Or, rather, with first converting a full map to Entities and Components (or vice versa), and then using the Navmesh for unit ...
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368 views

Unity “Convert To Entity” does not work (Render) with “Skinned Mesh Renderer” for Animations

I'm trying to make a game with Unity's ECS and Job System. I came across the issue where, Convert To Entity does not support Skinned Mesh Renderer. It does not render the mesh. I need it for ...
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159 views
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1answer
1k views

How could I implement an ECS in C? [closed]

I'm looking into how to do a game engine using only C and wanted to know how to implement ECS in C. I didn't find any ECS implementation for C, it only seems to exist for C++. So I'm wondering... Is ...
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52 views

Approach to storing multi-cell-objects on a sparse Grid (Example: Buildings in Anno)

I am currently working on a citybuilding game and planing on how to store buildings on the map. In previous projects I used either a grid where each Object was exactly 1 cell; or Unity Objects ...
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2answers
297 views

How to design components for tile-based movement in an RPG using ECS

I'm trying to re-write a small game of mine using ECS mostly for educational purposes and to see if it fits top-down RPG games in the style of Pokemon (gameboy). Since everything is tile based, ...
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1answer
391 views

Handling input in a custom ECS engine

I've been implementing an Entity Component System into my custom toy engine so I can learn more about it. Currently I have the following problem: I can't think of a way of implementing input as a ...
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2answers
167 views

How do the systems find the entities they should operate on in Entity-Component-System pattern?

I have read many articles about ECS patterns. Many of them are clear on what the entity and components are but don't really talk about the system because it "varies" or just use plain English to ...
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2answers
304 views

How can I handle scripting-like tasks in my ECS?

So I have been getting more and more into ECS architecture, and I am having a bit of trouble wrapping my head around how to handle custom actions/callbacks. For instance, let’s say I want to have a ...
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1answer
63 views

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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1answer
302 views

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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2answers
327 views

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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123 views

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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1answer
952 views

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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1answer
586 views

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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1answer
1k views

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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596 views

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-...
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1answer
2k views

Unity Hybrid ECS with “old way”

Is it possible to use Hybrid ECS with some components and the standard MonoBehaviour with all your old code? I want to know because I already have some game ...
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3answers
15k 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 ...