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Questions tagged [entity-component-system]

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

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Is a platform an entity in 2D Platform in ECS pattern?

I've been coding a small 2D platformer applying ECS pattern. However, I'm struggling with a issue. When building each platform from tilemap and such platforms need to be collided by other entities, ...
hell.jumper's user avatar
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1 answer
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SQL Database structure for ECS

I am making turn-based browser game (mostly server-sided), and every turn all game-state is saved into database (SQLite). Using ECS pattern. Never done this before (I am webdev). There will be a lot ...
Qiao's user avatar
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How do different compositions/types of entities interact in an ECS-system?

I have a working ECS-system set up, largely inspired by this brilliant article (not at all required reading to be able to answer my question) on https://indiegamedev.net/ showcasing an ECS-system with ...
JensB's user avatar
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Entity Component Systems - component cross-lookup vs denormalization

This is my first project using ECS design and I come from a RDMS background for reference. I'm building a ecology simulation that spans multiple planets, with the following ECS structure: Entities &...
Tyler's user avatar
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Extensible 2D Rendering with ECS Architecture

I am currently creating a 2D game/game engine using an ECS architecture. Currently I have a renderer_2d system which is a function that takes all ...
ComputerFido's user avatar
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ECS, How to query an entity with specific value?

I have a background in ECS by using C# Entitas. The library itself has a very nice feature which lets me able to query the entity with a specific value in the component. For example, query an entity ...
kitta's user avatar
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What should be an entity/component, and what shouldn't?

I've recently been reading the book Game Programming Patterns by Bob Nystrom, and one chapter I've found a bit hard to grip is the chapter about the Component pattern. In the example he uses (which ...
JensB's user avatar
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Storing stateful function-based actions in a JSON

System: My game uses an "ECS + event queue" architecture where every tick, various events change the state of JSON-able data. Plain JS objects. Problem: I want to be able to save the game-...
Hypergardens's user avatar
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How to do State-Based Animation with ECS

I'm making a simple platformer game and was suggested to use ECS from a friend. It looked pretty interested and at least worth a try, so I did. I got ECS working and started work on the rendering ...
William Thompson's user avatar
3 votes
1 answer
776 views

Entity Component System - How to detect what entity to update

everyone. I'm kinda new to game dev, I saw the idea of the ESC system and I'm inlove with it. I wanted to integrate something like that in my game, so I started rewriting my code. . I have a ...
Kristian Vasilev's user avatar
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Entity Component System in Python

Me and a team of junior developers are making a role playing game. We would like to make something similar to https://bunk.town/ I have only made a Tetris clone which doesn't require much knowledge ...
Lead Vaxeral's user avatar
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In the ECS on my server, how should I organize components along with systems?

A quick note about my server is that it executes game logic in 250ms intervals. I am trying to wrap my head around how to do this. The main issue I have is currently that I have the map of entityIds ...
Althaen's user avatar
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Designing persistence in an ECS world subdivided into chunks

I'm designing a kind of simple open world with ECS. The whole world is too large to be loaded at once, so I load and unload chunks according to player's position. Nothing fancy, pretty much standard ...
Sisyphe's user avatar
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1 answer
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Should state and behavior be combined for Buffs? Cannot decide between data-driven and OOP approach

I'm writing a 2D roguelike that uses an Entity Component System and I'm having trouble deciding between the traditional OOP approach versus a data-driven approach to implementing buffs and debuffs. ...
Ryan Peschel's user avatar
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Is it better design to store event effects within an Entity itself, or within a system?

I'm developing a 2D roguelike with an Entity Component System (ECS) and I've been struggling with this question a lot the past week. For example, let's say you have various effects that occur when an ...
Ryan Peschel's user avatar
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How to handle various collision effects within an Entity Component System?

Let's say we have three enemies, a bear trap, a fire trap, and a minotaur. When you walk over the bear trap, the game spawns an invisible entity that, upon the player colliding with it, slows the ...
Ryan Peschel's user avatar
1 vote
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572 views

Instantiated entities don't collide with each other

I've started to learn DOTS some day ago, and decided to create a simple project. When I added some simple physics to the game I faced the problem. I added one object on the scene and another ...
Айрат Насыров's user avatar
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1 answer
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ecs network synchronization

I'm working on implementing combat into my isometric RPG game which uses an ECS architecture. When synchronizing the actions of the different clients, is it preferable to serialize and synchronize raw ...
Collin S's user avatar
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3k views

What data structure do I use to store Archetypes in ECS?

I am implementing an ECS with "archetypes" similar to how they are defined in Unity: A unique combination of component types is called an Archetype. For example, a 3D object might have a ...
EnderShadow8's user avatar
1 vote
1 answer
403 views

Unity ECS: How do I stop an entity from spawning twice?

I am implementing a flight dynamics model using Unity's built-in ECS package, Entities, and I keep running into one particular issue where the aircraft I'm trying to spawn gets converted into an ...
Mav's user avatar
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Unity ECS: Is it bad to use variable data within SystemBase?

I'm currently trying to port a flight dynamics model that I've implemented in Rust to Unity. The original FDM utilized the Hecs ECS, and I plan on implementing this same model in Unity using the ECS ...
Mav's user avatar
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Is there a good way ECS for creating variants of a behaviour like in Java interfaces?

In Java, there are interfaces - I'm not clear on the details (I don't use Java) but from what I've learned, they seem to be "classes for classes": a way to effectively make individual ...
EnderShadow8's user avatar
2 votes
2 answers
1k views

Is it a good idea to use a hash table in an ECS?

I've had an idea for optimising my ECS engine. Instead of storing components in an array, store components in a hash table as <id> => <component>. ...
EnderShadow8's user avatar
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3 answers
3k views

Is an ECS viable in garbage collected languages?

I've done some research on Entity Component System architectures. Right now I have a convoluted OOP implementation which I'm planning on rewriting, so I was considering switching to a different ...
EnderShadow8's user avatar
3 votes
2 answers
1k views

Implementing Runescape-style stat-based conditional buffs within an ECS

Prologue I'm quite new to data oriented programming and my goal is to implement a Runescape-style stats & damage mechanic in a data oriented styme. This is quite a complex topic (Runescape-Mechanics) ...
Lars's user avatar
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1 answer
709 views

Combining a pure ECS with a FSM scheduling system

Currently I am evaluating how to refactor my core game logic since I tried to design most of it in pure ECS but isn't really completely feasible the way I intended it. My game at its core is a turn-...
Christian Ivicevic's user avatar
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2 answers
673 views

ECS multiple materials per mesh (sub-mesh)

In my toy engine I currently have a MeshComponent and a MaterialComponent. psuedo: ...
Mark Ingram's user avatar
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1 answer
3k views

How do I contiguously store and iterate over ECS components in C++?

I'm writing an entity component system and want to store each type of component separately and contiguously in memory in a way that's easy to iterate over. Component...
Accumulator's user avatar
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1 answer
300 views

How to decide whether a Buff should be a component or a Buff object in an ECS?

I'm developing a top-down 2D game in Javascript using an Entity-Component-System architecture and I'm struggling with the question of exactly how to implement temporary buffs / permanent passives. For ...
Ryan Peschel's user avatar
3 votes
1 answer
4k views

How to detect collisions in Unity ECS?

I am creating a game using the new Data-Oriented Tech Stack (DOTS). I am using Entities with the PhysicsShape and PhysicsBody authoring components of the new Physics package. Some of my PhysicsShape ...
Philipp's user avatar
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How to design a character damage system with ECS architecture?

I am developing an game with ECS architecture and trying to design a character damage system. Does the following design fits into ECS conception and will it be extendable in future? I have an ...
Nikolai's user avatar
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1 answer
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Question on parallelizing ECS Systems

Learning & Implementing an ECS system for my game, I'm wondering how I am supposed to parallelize the systems on multiple threads. Different systems can't run at the same time (unless they operate ...
yggdrasil's user avatar
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0 answers
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Modeling RTS game logic using ECS

So I've been trying to make a simple RTS engine for some time and I always hit a wall because of increasing, inflexible and complicated hierarchy trees. I've ultimately found out that an ECS is a good ...
Andrew's user avatar
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2 votes
2 answers
3k views

How to Implement ECS Archetypes in C#?

I'm trying to figure out how to implement a simple ECS with an Archetype approach, similar to what Unity's ECS uses. An archetype is just a category for entities that have a specific set of components....
Floating Sunfish's user avatar
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717 views

Ways to persist entities and components in an ECS?

I am working on a small multiplayer game with rpg elements using java and "Artemis ODB". Most of the logic is already done but one important thing is missing. The persistence. So i am ...
genaray's user avatar
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1 vote
0 answers
2k views

Implementing complex AI in an ECS?

I'm having a hard time wrapping around how something quite stateful such as complex AI would be handled in a pure ECS (such as components being only data and systems operating on that data) Things ...
Grant Upson's user avatar
0 votes
2 answers
554 views

is unity DOTS mature enough to build a whole project on it? [closed]

maybe you assume this question opinion based but its not. please read the whole question. the question has 2 aspects. are all features implemented? just better say, can i do everything or any ...
virtouso's user avatar
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1 vote
3 answers
1k views

Is it a bad idea to store functions inside components in ECS?

Say I have three entities: Player, Spikes, and Zombie. All of them are just rectangles and ...
kibe's user avatar
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0 votes
0 answers
315 views

Scrolling background in PyGame with Entity Component System

I know this type of question has been asked to death for 'normal' games, however I am struggling with relating a scrolling background to an entity component system (ECS) approach. Generic samples here ...
erik's user avatar
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1 vote
0 answers
111 views

Entity Component System: Dependency Between Systems

Inspired by the Entity Component System Architecture, I started to refactor my 2D tiled-based game to follow the rule "favor composition over inheritance". However, after writing the ...
barak1412's user avatar
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0 answers
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ECS: Should Systems access only one component-type [duplicate]

Let's say I have a Transform-component-type, and a Color-component-type (to keep things simple). I also have an entity E that is ...
LeonTheProfessional's user avatar
2 votes
2 answers
3k views

Component instance reference in Unreal Engine 4

I'm creating a C++ script and I want to get a reference to a component instance. For example, imagine that I want to get the player camera, which is a ...
Daniel Marques's user avatar
1 vote
1 answer
1k views

Entity component system: how and where store pointers to system resources or third-party lib's objects?

I'm migrating my game pet-project to ECS. I use C# (custom-made engine, not Unity). It goes pretty well, but one big thing is making me worry. This is how and where to store pointers to system ...
demiurghg's user avatar
1 vote
0 answers
228 views

Roguelike movement system

I'm trying to implement a roguelike movement system for my game. I'm using the ECS architecture. The requirements are: entities will have a mass, on which should slow down the entity movement ...
Yves Calaci's user avatar
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1 answer
1k views

ECS: Movement system

I'm a game developer enthusiast. I've decided to implement a game, however I'm pretty confused about all the movement mechanics (kinematics). Here goes a couple questions: Velocity x acceleration x ...
Yves Calaci's user avatar
2 votes
0 answers
2k views

Efficient communication between entities using ECS via entt

To avoid confusion about the ECS terms I'll use, I explain them here quickly. I use entt terminology and set-up my architecture like this: Entity: is only an id (...
mrzo's user avatar
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1 vote
1 answer
134 views

Is it useful to distinguish between two different kinds of events?

i have thought about this for a long time and i think i just going in circles. I need someone to tell me if im just simply overthinking it. So, first of all im coming from a 'classical' ECS approach: ...
PSquall's user avatar
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0 answers
199 views

Should the HUD be Entites in a ECS ? And how to handle Events if so?

I'm building a GameEngine using Ashley and some how I can't figure out how. I through I could use something like this. Or use the Signal/Listener from Ashley. But how to Implement a interactive HUD?...
Meeresgott's user avatar
1 vote
2 answers
1k views

ECS - Lantern implementation / How does the RenderSystem determine which one to choose? Entity-Datastructure

I want to implement ECS in my game. The more I read the more insecure I get. The current available Components for a Entity processed by the RenderSystem are: RenderComponent (mesh, texture, ...
Meeresgott's user avatar
1 vote
1 answer
2k views

Handling input from an ECS input system into actions in another system/actions on a entity?

Some background on my engine, each system stores a reference to an entity which has the relevant components for that system. For example movement system has only entities which possess position ...
Yrrah98's user avatar
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