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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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1
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AI and EntitySystem
I'm using an Entity-Component System and have an AI System that acts on certain entities (agents) within the system. My question is: how should the AI system interact with the world and the agents? I' …
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3
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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 i …
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Incrementally processing large number of entitites in an entity-component system
I ended up implementing #4 above (in Kotlin). Seems to work alright.
import com.badlogic.ashley.core.Engine
import com.badlogic.ashley.core.Entity
import com.badlogic.ashley.core.EntityListener
imp …
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What component should hold the bool attack and vector target?
Not sure if this exactly meets your needs, but you could also create a separate POJO that encapsulates attack and target and use this inside {Player|Police|Criminal}Component (composition!). You'd sti …
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How to access entites from scripts in an entity-framework?
First off, it sounds like you're trying to shoehorn Unity3d concepts into LibGDX -- which is a completely natural tendency when trying to pick up a new system, but do realize that if you're not carefu …