All Questions
Tagged with entity-component component-based
33 questions
2
votes
2
answers
4k
views
How to Implement ECS Archetypes in C#?
I'm trying to figure out how to implement a simple ECS with an Archetype approach, similar to what Unity's ECS uses.
An archetype is just a category for entities that have a specific set of components....
0
votes
0
answers
65
views
How would I go about creating dynamic weapons using EC architecture?
I currently have a weapon component that contains common functionality across weapons (mainly guns).
...
1
vote
1
answer
209
views
Where should I put units and items in a squad-combat ECS-based game?
So I'm working on a game where squads of varied units would explore, fight, trade and build on an overworld map. Combat would be automated more or less, and happen on the overworld. Basically, ...
5
votes
1
answer
5k
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Dealing with more complex entities in an ECS architecture
Preamble: I'm working on a level editor for my engine, which uses an ECS architecture. I have around a dozen component types so far, mostly dealing with graphics, like lighting components, model, and ...
2
votes
1
answer
636
views
Pass data down to components
In the game I have, I'm using an architecture close to what I've seen of Unity components :
Basically, the universe implements the game loop, entities implement and ...
0
votes
2
answers
268
views
How to: Duplicating and updating component data in systems
I am new to game development. Coming across the ECS (entity-component system) pattern I generally quite liked the idea. I have implemented the current version of my engine using the OOP style approach....
4
votes
2
answers
1k
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Appropriate Cache Friendly Associative Container For An Entity Component System
The intro to this problem is a bit of a long one so my apologies in advance. In short I am asking for suggestion as to what type of collection I should use to store data for a particular part of my ...
0
votes
1
answer
104
views
Guidelines for determining what should be a component?
Background:
So I'm developing my first 2d C++ fighting game (for learning purposes) and I have a setup where I have 'components' which are really just data holders with maybe some simple utility ...
1
vote
0
answers
196
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Communication in an entity-component through public variables or public member functions [closed]
I am currently coding my own ECS to get a deeper understanding of how such an engine works. I am currently putting together systems. I am aware that there is no right answer to my question as there ...
2
votes
1
answer
792
views
Component based architecture in TypeScript
I'm doing a game using Phaser with TypeScript. I want to implement a component based architecture for Actors.
What I'm trying to achieve is this:
...
2
votes
1
answer
2k
views
ECS - Components inside components?
Reading up on ECS, I've tried to implement a simple 'game', if you can call it that.
Basic concepts :
You have planets(entity), they produce gold. (gold is a component inside planet)
Planets can ...
0
votes
1
answer
80
views
Changing the current state of an entity in the middle of an update step or wait for the end?
Let's say that I use a behaviour component that holds a function call to be called every update step assigned to an entity. Inside that function call I'm changing the active state for the entity to ...
6
votes
2
answers
6k
views
Entity-Component-System data storage design
I'm working on an ECS and I've already read a lot of articles about it. Most of these articles are talking about a simple case (store data contiguously, read it in a single for loop). However the real ...
3
votes
1
answer
729
views
Different objects interacting based on type
Many many thanks to anyone who chooses to take the time to read through this all and offer any advice.
I'm writing a game in which multiple different kinds of Objects move around a grid-based board ...
0
votes
1
answer
768
views
Entity polymorphism and entity attributes
I want to design the entity system of my game in a way such that entities are modular, easily modified without affecting other entities, and finally easy to add new types of entities. So ideally some ...