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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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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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0answers
47 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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0answers
437 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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0answers
1k views

Entity-Component-System and 2D map with tiles : how to do it?

I have a question : I'm currently programming a roguelike game (with tiles) using the ECS programming paradigm, and I'm struggling with how to implement the map. At first, I made every terrain square ...
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0answers
509 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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3answers
527 views

Incrementally processing large number of entitites in an entity-component system

LibGDX/Ashley has a class IntervalIteratingSystem that allows you to process all entities in a particular family every X milliseconds. But if you have a lot of entities to process, it might be a bad ...
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0answers
31 views

Defining collision rules in Farseer XNA

I'm trying to integrate Farseer into my XNA game. Since I'm using an EntityComponentSystem approach, I've added the Body inside a component and added it to the players' components. One thing I'm ...
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0answers
417 views

How do you handle entity parent-child relationship in Ashley ECS?

In the below code example, is a parent-child relationship of an entities. Now every child should follow its parent position, and the child could be re-positioned anywhere. ...
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0answers
201 views

How do I pool a bullet in libgdx ashley ECS approach?

I'm having problem creating bullet pool in ashley ECS approach, because i'm using PooledEngine, everything is pooled. So I've done is I just use ...
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0answers
307 views

What is the proper way of creating bullet in libgdx ashley ecs framework?

I'm still thinking, how do I properly pool a bullet in libgdx ashley? Because the PooledEngine is available, which the Entities, ...
0
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1answer
34 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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1answer
34 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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0answers
57 views

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 ...
0
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1answer
164 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
912 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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0answers
104 views

Are virtual calls worth it for game entity management?

I have seen a lot of game programming tutorials doing this: ...
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0answers
98 views

Change entity's size based on health [ECS]

I'm making a kind of entity component system framework and I have a doubt: I have two components 'health_damage', 'physic' (which contains position, weight,...) and 'sprite' (position, dimensions...)....
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0answers
115 views

How would you create a single object effect with ecs like a shadow moving straight and a bouncing ball?

I have a bullet that has projectile motion, this bullet is also an effect. Also the bullet has a shadow, that fade on specific time relatively to bullet. So I'm thinking of using the libgdx particle ...