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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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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Suitable in memory storage library to store components for entity systems

I am studying entity indexed components and came up with a naive C++ implementation which just iterates over all entity "hash tables" and applies update/delete/insert functions in place. I'm having ...
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Techniques for incorporating physics engines like Box2D into a Component-based Entity System

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 ...
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artemis entity system framework questions (All about FRP)

I'm integrating artemis entity system in my IOS engine. Everything is working nicely but there are some tasks that I'm finding difficult to achieve. Artemis works around components and systems. ...