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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4answers
243 views
Entity System and rendering
Okey, what I know so far;
The entity contains a component(data-storage) which holds information like;
- Texture/sprite
- Shader
- etc
And then I have a renderer system which draws all this. But ...
2
votes
0answers
38 views
ECS, databases, XML and serialization
My entity/component/system engine is coming along quite nicely; I have two very different apps working on the same executable. (One 2-d scroller, one 3D Asteroids-type game).
In the interest of ...
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vote
1answer
117 views
How should I share variables between instances/classes?
I'm making a game using LOVE, so everything is programmed in Lua. I've been experimenting with using classes and object orientation recently. I've found out that a nice system to use is having most of ...
9
votes
3answers
353 views
How to code UI / HUD in Entity System?
I think I already got the idea of the Entity System inspired by Adam Martin (t-machine). I want to start using this for my next project.
I already know the basic of Entity, Components, and Systems. ...
1
vote
0answers
137 views
State / Screen management in Entity Component Systems
My entity/component system is happily humming along and, despite some performance concerns I initially had, everything is working fine.
However, I've realized that I missed a crucial point when ...
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votes
2answers
154 views
How to use batch rendering with an entity component system?
I have an entity component system and a 2D rendering engine. Because I have a lot of repeating sprites (the entities are non-animated, the background is tile based) I would really like to use batch ...
3
votes
2answers
117 views
Adding sub-entities to existing entities. Should it be done in the Entity and Component classes?
I'm in a situation where a player can be given the control of small parts of an entity (i.e. Left missile battery). Therefore I started implementing sub entities as follow.
Entities are Objects with ...
2
votes
2answers
334 views
Entity System with C++
I'm working on a game engine using the Entity System and I have some questions.
How I see Entity System :
Components : A class with attributs, set and get.
Sprite
Physicbody
SpaceShip
...
System ...
4
votes
1answer
213 views
Entity component system - where did attributes and behaviors come from?
I recently spent quite some time understanding and building a component-based system. I got stuck on a few problems and after searching for quite some time ran across this answer which is talking ...
4
votes
3answers
400 views
Composition heavy OOP vs pure entity component systems? [closed]
I admit, I have made the sin of overusing, and even abusing inheritance. The first (text) game project that I made when I was taking my OOP course went as far as "Locked door" and "unlocked door" from ...
2
votes
3answers
379 views
Handling movement in an Entity Component System
I'm working on a 2d RPG game in C# using an Entity-Component-System architecture, and I'm currently working on movement. Right now, I'm wondering how to organise the code so it looks a bit more.. ...
2
votes
2answers
263 views
Collision detection and response in an Entity System
More fun with an ES...
Currently, I have a few systems:
Renderer (Renderable attribute, Transform attribute)
Motion (Movable attribute, Transform attribute, Renderable attribute [for bounding ...
6
votes
2answers
182 views
Particles/instancing groups in an Entity/Component system
I've been playing with an entity/component/system design recently, and I've come across a couple of stumbling blocks.
Instancing
Let's say I have a few hundred "things" (asteroids, chickens, ...
1
vote
1answer
265 views
Is my engine concept a good one?
I'm currently writing a generic engine for my incoming games. I have developed few games already but never with the same "base" and my code was/is quite a mess. The idea was to create an engine that I ...
6
votes
2answers
348 views
Doesn't multiple inheritance solve all problems that entity systems do?
The question is pretty self explaining: doesn't multiple inheritance solve all the problems that entity systems also solve?
I just remembered a term called "multiple inheritance", and that seems to ...