A programming paradigm in which game-objects (entities) are composed out of components, and are operated upon by systems.
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Using static storage for ECS framework
I have just recently completed an ECS framework that I've been working for some time. It's supposed to provide easy use of ECS architecture concepts with as little syntax as possible.
The framework ...
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votes
1answer
87 views
ECS Event/Messaging implementation
I am experimenting with ECS design and I am looking for a solid way to implement a message bus for use between the different systems.
Here is a stripped-down version of my current implementation:
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0answers
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Entity component system for text based console on Windows
I have written this code base on AsciiEngine
How can i improve this code
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1answer
288 views
ComponentManager - Entity-Component-System architecture in C++
Lately I've been working on a small C++ Entity-Component-System framework.
Like most other ECS frameworks the internal data is presented as a table where an entity is a simple row index and each ...
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Pong game built on a minimal entity component system
This simple game is built on the ECS described here: Minimal entity component system, take 2
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1answer
60 views
Minimal entity component system, take 2
Here's a followup to Minimal entity component system. Please see that question for background.
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Minimal entity component system
I was trying to figure out what a minimal ECS might look like in Lua; here's what I came up with. This is based very loosely on darkf/microecs.
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2answers
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Game Engine :: Entity Component Design - Handling Input [closed]
I am currently creating a game engine for educational purposes.
ECS Design Pattern
The first design pattern I've included is the Entity/Component/System pattern. Therefore I've got a base singleton ...
5
votes
1answer
165 views
Data structure for entities
I am working on an Entity-System-Component engine for games, which basically means an entity is an object that points to components attached to it, and systems retrieve components to modify their ...
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2answers
262 views
An ECS model for game development
I'm working on a framework that will be used to create simple 2D grid based games. It is using an Entity-Component-System pattern with corresponding manager classes used to control the lifespan of ...
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1answer
932 views
Entity Component System in C++
I've written an Entity Component System using C++ for my game engine. I'm still inexperienced so I've probably made a lot of mistakes. Thus I've decided to ask here for an honest review.
The complete ...
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0answers
155 views
Collision system in Pong-like game
I am writing a game like Pong. Therefore I am using an entity system approach, so I use a Component-based design.
The hardest part until now was to write the collision system. As I just began with ...
2
votes
2answers
461 views
Best coding practice for classes in a game engine
I just have a somewhat simple question on coding practices. I have never written a large application before and I am currently working on building a game engine in JavaScript. The part that confuses ...
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0answers
358 views
What would be a clean interface for this programmer/scripter interface? [closed]
I'd like some suggestions regarding how to implement the programmer/scripter interface for building entities in my game. I know what the interaction should be, and what the classes are going to be. I ...
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1answer
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Component-based system for JavaScript game
I'm creating a JavaScript/WebGL based game and would like you all to take a look at the current entity component system which I created for it. I've used it once before on another project, and while I ...