A programming paradigm in which game-objects (entities) are composed out of components, and are operated upon by systems.
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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 ...
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2answers
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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
189 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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1answer
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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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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 ...
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votes
1answer
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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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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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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 ...
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votes
2answers
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Ball Entity for a Entity/Component/System Soccer Game
Here is a code snippet of a class that I be interested to refactor. I was in doubt on how to proceed with the process of instantiation. The original ask was here. After think about it and heard some ...
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2answers
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Game engine utilizing a custom graphics system
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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Entity component system Lua API
The destruction of the objects are handled by the garbage-collector metamethod.
(Does this make sense? This means that an out-of-scope object will stay visible in game until garbage collection.)
The ...
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votes
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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votes
0answers
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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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votes
1answer
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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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votes
1answer
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Ball Entity for a Entity/Component/System Soccer Game - Revision 1
I made some refactorings in my classes. The original code is in this question.
In that question I receive the suggestion to create a Factory for the class BallEntity. I myself forgot that BallEntity ...
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votes
1answer
501 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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votes
0answers
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Entity Component System in C++11
An Entity Component System works by grouping various components around a central ID, aka Entity. Entities and Components do not have any code, they are simply POD containers. Rather, the code lies in ...
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vote
1answer
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Casting between types for shared_ptr
I'm implementing an Entity-Component-System. Basically, an entity is a wrapper around an ID, a component is just a POD struct, and a System is a class that does work on components corresponding to the ...
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0answers
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Soccer game using libgdx and an Entity System Framework
I'm working in a game as a hobbie. I'm using an Entity/Component/System architecture using Libgdx as Engine and Ashley as Entity Framework.
I have a GamePlayScreen in which I initialize my system, ...
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votes
1answer
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Method of uniquely identifying classes
I have written the following class to allow me to uniquely identify classes in C++, and I was wondering if there are any better ways of going about it.
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