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2 votes
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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
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, ...
Hypergardens's user avatar
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 ...
Martin Sand's user avatar
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: ...
Guilherme Recchi Cardozo's user avatar
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 ...
Patrick's user avatar
  • 163
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 ...
CaptainTid's user avatar
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 ...
Anonymous Entity's user avatar
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-...
JesseTG's user avatar
  • 1,077
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 ...
tubberd's user avatar
  • 265
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 ...
Valerio Santinelli's user avatar
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: ...
FrameBuffer's user avatar
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 ...
SET's user avatar
  • 161
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 ...
John's user avatar
  • 201
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" ...
lds's user avatar
  • 49
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 ...
Maik Klein's user avatar
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 ...
Simon's user avatar
  • 63
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 ...
user2687268's user avatar
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 ...
M0rgenstern's user avatar
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 ...
dreta's user avatar
  • 3,524
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, ...
gamer13's user avatar
  • 51
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 ...
Luke B.'s user avatar
  • 977