Questions tagged [entity-system]

A programming paradigm in which gameobjects (entities) are composed out of components, and are operated upon by systems. Each entity is an ID that points to specific components.

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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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42 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
67 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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1answer
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User-friendly scripting when using an ECS?

I am currently creating a small hobby project to get back into game development, and I have decided to structure my entities using an ECS (Entity Component System). This implementation of an ECS is ...
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5answers
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Improving an O(N^2) function (all entities iterating over all other entities)

A little bit of background, I'm coding an evolution game with a friend in C++, using ENTT for the entity system. Creatures walk around in a 2D map, eat greens or other creatures, reproduce and their ...
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1answer
158 views

ECS - System calling other systems

I'm trying to build my first (2D) game with ECS but I always end up with some system calling other systems. Here's an example. There is a RegionSystem that manages RegionComponents. On each frame, ...
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1answer
697 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
455 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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3answers
261 views

ECS in MMOs - How to handle IDs for different object types?

Using a DOD approach, what is the typical way to handle dealing with the actual IDs of game objects? Obviously, each entity has a unique entity_id that is ...
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Quadtree having ownership of entities, worth it?

Typically, you would have a list of entities stored somewhere, and you'd use quadtree when you need some collision testing between entities for example, by inserting all of the entities and generating ...
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1answer
155 views

LibGDX - Animate Player using Finite State Machine in Ashley ECS

Hi everyone this is my first question on this forum hope you can clarify my doubt. I'm gonna start by saying that im not very good at english so my apologies. So I have a big school project and I'm ...
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2answers
488 views

Implementations for storing entities in an ECS system

I'm restructuring my model of entities, components and systems, where entities are: ...
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2answers
532 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
1k views

How can I iterate over all entities with a particular component?

I'm currently designing a game engine and want to implement my own ECS implementation, so I decided to look around for ideas. Unity has recently updated their engine and seems to be pushing towards ...
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0answers
504 views

When would I use IJobProcessComponentData and when IJobParallelFor?

Quick question regarding the Job system in conjunction with pure ECS. When would I use IJobProcessComponentData and when ...
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2answers
842 views

How to represent a modular FSM for AI using ECS?

I am considering to implement AI using ECS which actually contradicts working with naive FSMs. My current idea is to have multiple components which represent the particular state an Entity that has a <...
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2answers
144 views

How ID's work in FPS games

I am wondering how games generate IDs/GUIDs for their entities (along these lines), and which entities specifically get them. To narrow the scope of the question down, I am just focusing on FPS games ...
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1answer
167 views

How MMOs store IDs for game entities

Wondering in general how IDs are stored in a large massively multiplayer online game. From what I can imagine, it seems that each "game entity" would have a globally unique ID (GUID). Say there are ...
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2answers
271 views

Managing different types of Actors/Entities in a rendering engine

I'm coding a simple game engine using DirectX11, and I'm stuck on how to implement a kind of ECS. Now my rendering system look like this (sorry if the diagram is not real UML, it's just for ...
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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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1answer
238 views

Is there a “Least Terrible Method” for sharing Entities over Network?

(Preface: Using C++, Box2D, and built UDP client and server classes that are reasonable efficient for a built-from-scratch game using client-server model.) This question is specifically in regards to ...
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1answer
432 views

ECS - should everything be a system?

I've just recently started working with LibGDX and Ashley, and I find it to be really useful and I like working with the whole entity/component/system workflow. But I've been starting to layout the ...
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2answers
415 views

Using polymorphism in an Entity-Component System without sacrificing data-oriented design

I've been planning out an Entity-Component System in C++. My idea of it is most in line with the one described on this page of the entity systems wiki. To summarize, components are just structs of ...
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1answer
234 views

How does Ashley keep systems up-to-date with its entities?

I am currently trying out Ashley and overall learning how an ECS works internally. What I currently don't understand is how Ashley in particular keeps its systems up-to-date by adding or removing ...
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1answer
306 views

Packet/Event-Based Entity-Component-System

I know what one of the big commonalities I see in ECS projects is that there is a main game loop that iterates through systems and calls their respective update methods (for example, RenderSystem). ...
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2answers
381 views

Event-Based Entity-Componenty-System

So, I'm new to ECS. The concept is very interesting in contrast to traditional OOP and heavy inheritance. I'm working on a game right now that is open-sourced, but does not actually have a game loop. ...
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0answers
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Clarifications On the Entity-Component-System [closed]

After searching through numerous sites on the Entity-Component-System, which is quite a lot to grasp since all my college career we've been taught variants of OOP (also that ECS isn't taught in any ...
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2answers
453 views

How to get Entitas components from gameObject.getEntityLink()

I'm new to Entitas. I have a DamageSystem that should Physics.Raycast() toward the target and if tag is enemy it should reduce ...
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1answer
324 views

Make the components of an ECS polymorphic

I have implemented an entity component sytsem (ECS) in my game engine (SFML and C++ 17). An entity has an array of components. You can get a components by its type e.g.: ...
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1answer
423 views

How does an ECS work for a world subdivided into chunks (example)?

I am trying to use an ECS for my 2d game at the moment. Up until now I had my world subdivided into chunks (as minecraft does) of size 64x64. They are loaded and drawn when they come onto screen. I ...
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1answer
353 views

Are references between entities in Entitiy Component System allowed?

I've got a player entiy in my game that can pick up weapons when colliding with item entities. The player can hold and use the weapon in their hand (the weapon sprite is rendered relative to the ...
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0answers
417 views

How can I build Goal Oriented Action Planning within an Entity Component System?

I've been creating an interactive fiction game in javascript that uses an entity component system as described here. The problem I've encountered is in developing the AI system for the game. Ideally, ...
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2answers
528 views

Should a system be able to render things? (ECS)

I'm currently building an entity component system and I just have one question... Should a system be allowed to render things to the screen? For example, should I make a SpriteComponent that contains ...
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2answers
319 views

Entity-Component-System design

I read a lot about ECS (strategy) pattern and have a few questions. Consider simple space game. We have stars there. Obviously star is an entity. What if I want to ...
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1answer
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Entity update or Keyboard commands transferred to the Gaming server?

I am working on a research project . I need to know the network communication in games in large Multiplayer games (Battlefield,GTA 5). Is there some official documentation present for these games? ...
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1answer
335 views

Circular Dependencies in an Entity Component System

I'm developing a top-down shooter in C++ using an entity-component system, and have run into a problem when attempting to refactor powerups. Currently I have a ...
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3answers
480 views

Binding c++ templated functions to lua

I have started using Lua as a scripting language for my game engine. It works perfectly for things like input, audio etc. However, I'm now trying to bind my entity component system functions which ...
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2answers
893 views

Where is 'game logic' implemented in component based design?

I have been trying to get my head around using an entity component system for a game. But I am struggling to understand how I should do 'game-logic'. What I have so far: Components are essentially ...
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2answers
764 views

ECS component dependencies / sharing and cache locality

I have been trying to wrap my head around how ECS works when there are components which are shared or dependent. I've read numerous articles on ECS and can't seem to find a definitive answer to this. ...
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1answer
545 views

What's the proper practice to organize relationship between components in an ECS pattern?

I'm new to ECS concept and trying to refactor my app with an ECS manner. After reading some articles, I still don't get a sense about how to organize hierarchy for such pattern. My questions are Is ...
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1answer
141 views

How to efficiently filter by a component with a specific value in an entity component system (all entities in grid position [x,y,z], for example)?

I'm working on a 3d grid based game, and I am trying to implement it using an ECS. I have a position component which indicates the entity's position on the grid. It is comprised of 3 integers (for ...
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2answers
505 views

How do we coordinate which order the systems get processed within an ECS?

If I knew all of the systems at compile time, I could order them myself. However, I intend on having user-defined mods. This adds a level of complexity, in that I (as the framework developer) don't ...
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2answers
252 views

How to handle Entity Initialisation and Destruction

I've been using the ECS pattern for a while now and, as the complexity of the game increased, I started having issues with the timing of the entity initialisation and destruction code. I'll use the ...
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2answers
269 views

How should I poll for component state changes when designing an ECS?

I'm implementing an ECS and have run into a predicament. Let's say my main loop is something like (super simplified, all code below is pseudo-code) ...
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1answer
205 views

Handling of persistent key presses in an ECS

I'm currently in the planning phase of a game. The whole thing should be based on the entity-component-system (ECS) pattern. All logic is concentrated inside of the systems, i.e. that the components ...
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2answers
2k views

Entity Component System: system and components relation

I'm planning to develop a game in C# (but I don't think that language matters) and I'll be using Entity Component System since I know by design that my game will have a lot of different game items ...
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Are virtual calls worth it for game entity management?

I have seen a lot of game programming tutorials doing this: ...
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2answers
350 views

Getting Components to their respective System in Entity-Component Engine

I asked this question in stackoverflow, but I didn't get any responses. I think it's better suited in this exchange. I'm building a game engine of sorts (purely educational) and am not sure the best ...
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1answer
250 views

Game engine tool generating game entities

I'm writing a game engine with an editor that allows you to create individual components like sprites, fonts, and particles. Then you're able to combine these individual components into what I call an ...
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323 views

How to detect collision between entities using Ashley?

I am developing a game using Libgdx and Ashley, and I would like to know the best way to detect collisions between different entities. Currently I have been using a ContactListener that detects ...