All Questions
21 questions
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....
1
vote
1
answer
202
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, ...
1
vote
0
answers
178
views
Communication in an entity-component through public variables or public member functions [closed]
I am currently coding my own ECS to get a deeper understanding of how such an engine works. I am currently putting together systems. I am aware that there is no right answer to my question as there ...
2
votes
1
answer
771
views
Component based architecture in TypeScript
I'm doing a game using Phaser with TypeScript. I want to implement a component based architecture for Actors.
What I'm trying to achieve is this:
...
2
votes
1
answer
2k
views
ECS - Components inside components?
Reading up on ECS, I've tried to implement a simple 'game', if you can call it that.
Basic concepts :
You have planets(entity), they produce gold. (gold is a component inside planet)
Planets can ...
3
votes
1
answer
700
views
Different objects interacting based on type
Many many thanks to anyone who chooses to take the time to read through this all and offer any advice.
I'm writing a game in which multiple different kinds of Objects move around a grid-based board ...
0
votes
1
answer
731
views
Entity polymorphism and entity attributes
I want to design the entity system of my game in a way such that entities are modular, easily modified without affecting other entities, and finally easy to add new types of entities. So ideally some ...
2
votes
0
answers
328
views
When NOT to use ECS architecture? [closed]
I'm familiar with the notion of entity-component-system architecture, and its advantages over traditional class trees. That being said, are there scenarios where one wouldn't want to use entity-...
3
votes
1
answer
6k
views
Updating a multithreaded Entity-Component-System
I am currently trying to implement an (sort-of) Entity-Component-System. I've got the gist of it, that is, how an ECS is supposed to work. So far i have 4 classes in my design (not yet fully ...
0
votes
1
answer
599
views
ECS: performance of many systems cycling on entities
I have been working with an ECS for my current game and I noticed that I came up with quite a few systems that go over lists of entities that sometimes overlap, so it's not unlikely that I loop on the ...
0
votes
1
answer
200
views
How to make my components only contain raw data?
I'm reading that Components in ECS are just only data and have no logic. I'm trying to follow this and I got that working:
...
5
votes
1
answer
3k
views
Communicating with Collision System in ECS
I have read tons of articles and forums threads about ECS but still can't understand how anything in engine should communicate with Collision System. Let's say I have Input System that handle keyboard ...
2
votes
4
answers
2k
views
Executing Components in an Entity Component System
Ok so I am just starting to grasp the whole ECS paradigm right now and I need clarification on a few things. For the record, I am trying to develop a game using C++ and OpenGL and I'm relatively new ...
4
votes
2
answers
2k
views
Implementig State-driven agents in an Entity-Component-System
A state-driven agent is an agent that performs an action based on its current state. The logic can be implemented through the use of a D-FSM that changes state depending on the Agent's "perception" ...
6
votes
2
answers
1k
views
Why are entities in a component system composed at run time?
Why are entity component systems the way they are? For example as far as I have seen it may look like this
...
3
votes
1
answer
3k
views
Entity Component Systems, Input, and Angry Birds!
I am using Artemis ECS. I have the very basics of a game already. I am now trying to determine how to gracefully handle input and to a lesser extent collisions. Some people say with ECSs, everything ...
1
vote
1
answer
707
views
Need opinions on my component based design [closed]
I have an Entity class and a Component class. The Entity class has a list of attached components, and each component also has a member variable that is a reference to the entity that it is attached to ...
2
votes
1
answer
820
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 ...
7
votes
0
answers
1k
views
Techniques for incorporating physics engines like Box2D into a Component-based Entity System [closed]
Currently i'm working with my own physics engine, however given the fact that the emscripten ports have gotten incredibly good, i wanted to try and incorporate Box2D into my entity system for the next ...
5
votes
2
answers
2k
views
Handling movement using an Entity Component-based System Architecture
I have seen various descriptions of how to handle movement in a component-based entity framework. The most common I've stumbled across is the idea of using components called Controller, Physics, ...
14
votes
1
answer
6k
views
How to handle materials in an Entity/Component system
My E/C implementation is the basic one where Entities are just ID's, Components are data and Systems act on the Data. Right now I'm having trouble with object materials and rendering in general. For ...