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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.

1 vote
1 answer
672 views

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' …
Max's user avatar
  • 316
1 vote
3 answers
861 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 i …
Max's user avatar
  • 316
1 vote

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 …
Max's user avatar
  • 316
1 vote

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 …
Max's user avatar
  • 316
1 vote

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 …
Max's user avatar
  • 316