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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How to handle entities when switching scenes in an Entity Component System

I originally asked this question on Reddit, but it did not get much traction. I thought it might help if I tried another audience. https://www.reddit.com/r/gamedev/comments/5bnttf/...
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35 views

Interfacing Entity component systems with networking/saving/serialization

I have a game engine using ECS. I have figured out how could I serialize the data contained in the ECS. Simply Have a system that registers serializers for different component types. I want to create ...
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12 views

How to model actions/animations with limited duration in an Entity Component System

Alternative title: How to prevent duplication of progress/duration properties in temporal components in ECS? I'm trying to wrap my head around ECS and came up with the following problem: Certain ...
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1answer
72 views

Component based Entity System using polymorphism: OpenGL does not render

I want to be able to create Entities from different Component sets. I want to call Entity entity(new StaticObject(modelpath, position)); I have an EntityTypes Header: struct EntityType { public: ...
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63 views

How to skip comparing if one of the value is null?

I am using libGDX - Ashley as entity-system framework. My problem is I don't know how do I avoid having a java.lang.NullPointerException when using Comparator<Entity> entity comparison. There is ...
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73 views

Incrementally processing large number of entitites in an entity-component system

LibGDX/Ashley has a class IntervalIteratingSystem that allows you to process all entities in a particular family every X milliseconds. But if you have a lot of entities to process, it might be a bad ...
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2answers
81 views

What component should hold the bool attack and vector target?

I am having trouble thinking of what component should hold the attack and target data. In the below code components are holding a redundant data which I want to eliminate. public class ...
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1answer
43 views

AI: dealing with movement driving the same inputs as the player

My AI design is pretty simple. I have different entities that can be possessed either by the player or the AI. Those entities have an "Input" component that holds the states of the actual inputs, like ...
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2answers
68 views

How to create a generic character entity in Entity System?

In the below code is the way I create a character in Entity System. But I think this is the decouple, I'm having hard time decoupling this class. 1st approach public enum CharacterType { ...
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52 views

C++ Pass the reference of the class to a vector inside the constructor [closed]

Okay so i have an extern vector of pointer type 'Entity', and what i want to do is, when a new Entity type class gets constructed it gets pushed back in the vector of Entities, in C# this would be ...
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17 views

Defining collision rules in Farseer XNA

I'm trying to integrate Farseer into my XNA game. Since I'm using an EntityComponentSystem approach, I've added the Body inside a component and added it to the players' components. One thing I'm ...
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42 views

How would you create a single object effect with ecs like a shadow moving straight and a bouncing ball?

I have a bullet that has projectile motion, this bullet is also an effect. Also the bullet has a shadow, that fade on specific time relatively to bullet. So I'm thinking of using the libgdx particle ...
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48 views

Central logic in entity-component-architectures

I've build a architecture based on the entity-component-system-idea. So I got Components - Just store Data Systems - Operates isolated on Components Scripts - Which are just objects from type Script ...
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68 views

How to access entites from scripts in an entity-framework?

I'm developing on a simple libGDX-based Game and im using the entity-component-system ashley. For non-generic but custom behaviour (e.g. the Player Movement), I'm using "scripts" instead of reuseable ...
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2answers
100 views

How to handle a different kinds of weapon in a single component and system in entity system?

A weapon can be used as melee or range weapon, it can be thrown, toss, fired, shoot, cast (a projectile) or use to slash, bash, stab . How do I apply these to entity-system? my first approach is to ...
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76 views

How do you handle entity parent-child relationship in Ashley ECS?

In the below code example, is a parent-child relationship of an entities. Now every child should follow its parent position, and the child could be re-positioned anywhere. Entity character; // ...
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64 views

How to properly process 2 entities in 1 system? If possible, is this recommended?

I'm using Ashley ECS framework, in ECS framework the Component handles only purely data while System handles the processing of the data. Now, I've encountered a problem which I have 2 entities which ...
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2answers
72 views

How to convert and handle (controlling) OOP game objects via ECS?

I'm having hard time converting OOP game objects to Ashley ECS framework. I have a character, gun & a bullet class. The character uses the gun as weapon, the gun class has a fire method that ...
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50 views

Accessing entity config data without singleton

Every entity has some stats which change over time and some which are static for a given type of entity. For example current hp vs max hp: lets say humans have max 100hp, then every human would have ...
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1answer
53 views

What component should hold the character movements in ecs and fsm?

In the below code, there's a FSM for CharacterState that will be handled also in CharacterSystem. The problem was, I don't know what component should hold movements data to process in CharacterState ...
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1answer
60 views

Problem in nested parent-entity relationship in ecs

In the given flow, the character is the parent entity, gun is child of character and bullet is child of gun. I've got a component called NodeComponent which has the storage of child entities and a ...
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1answer
105 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 ...
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1answer
52 views

How to avoid position increment by velocity multiplied by delta time even the body is not moving?

In the below image, the character texture is properly sync to body even moving on free space. In the below image, the character is moving downward. But the texture got a span or not sync properly, ...
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110 views

Handling data logic on libgdx ai state machine or in ashley system?

In this below example, I've combined libgdx ashley and AI state machine. Do you think it's a good idea to handle the logic in state machine or stick on handling the data logic on System? public enum ...
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55 views

How do I pool a bullet in libgdx ashley ECS approach?

I'm having problem creating bullet pool in ashley ECS approach, because i'm using PooledEngine, everything is pooled. So I've done is I just use engine.createEntity(), engine.addEntity() and engine....
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41 views

What is the proper way of creating bullet in libgdx ashley ecs framework?

I'm still thinking, how do I properly pool a bullet in libgdx ashley? Because the PooledEngine is available, which the Entities, Components and Systems are already Pooled. I made this below example, ...
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1answer
75 views

Loading scenes from files, or hard coding it?

In a game engine I'm working on I'm using scenes similar to what you would find in Unity. The entities in my game are composed of reusable components and custom data which is linked to those ...
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116 views

Proper system architecture in a game engine?

This is my first time attempting to create a game engine. I came across a theoretical problem and would like to solve it before implementation. Right now I have a WindowSystem, which opens the window, ...
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1answer
68 views

Multiple traversal of a component-based hierarchy

Let's say a game use a component-based hierarchy to store all of its entities. So it can have objects, characters, lights organized in some kind of tree. When rendering the game, it needs to first ...
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1answer
91 views

How can I handling rendering of entities with an entity/component system?

I'm implementing an entity system in a game engine which is based on the Artemis framework. My question is, how can I wrap an existing rendering engine (like Ogre or Irrlicht) under this framework? ...
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2answers
219 views

How can I support component-to-object communication safely and with cache-friendly component storage?

I'm making a game that uses component-based game objects, and I am having a hard time implementing a way for each component to communicate with its game object. Rather than explain everything at once,...
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2answers
177 views

Entity System and “composite” entities

I'm new to the Entity Component System pattern and there's something I cannot figure out. Let's say I have the following entity: Player: { Components: [ Position: { x: 0, ...
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1answer
87 views

How to combat exponential growth in sprite messaging?

In my 2D platformer game, I have a number of sprites moving around the world. When two sprites collide with each other, I calculate how deep the collision is and then call a virtual method on both ...
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3answers
577 views

Entity component system - game progression

I'm quite new to game development (but not to programming) and I'm trying to figure out what would be the best way to handle inter-world communication. What I mean is this: I've been reading about ...
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90 views

When NOT to use ECS architecture? [closed]

I'm familiar with the notion of entity-component-system architecture, and its advantages over traditional class trees. That being said, are there scenarios where one wouldn't want to use entity-...
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1answer
90 views

SceneGraph in Entity Component System, Transformations

I'm recently learning entity component systems, and started implementing it into my test engine, however I'm having an issue integrating this with scene-graph, which I'm trying for the first time. ...
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2answers
62 views

Running subsystems at difference update intervals

I want to update the rendering at 60fps, but the logic at some lower rate, say 15Hz. But if an only moves when the game logic updates, then it would appear to stutter badly especially for lower ...
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1answer
318 views

Updating a multithreaded Entity-Component-System

I am currently trying to implement an (sort-of) Entity-Component-System. I've got the gist of it, that is, how an ECS is supposed to work. So far i have 4 classes in my design (not yet fully ...
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1answer
335 views

ECS: AI components and systems

I'm trying to find the best design pattern for my AI code using an ECS. Right now the entities that act as CPU-controlled have components like: WeaponComponent ChargeComponent MovementComponent ...
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1answer
122 views

How to propagate component updates? (Changing components at runtime)

Whenever an entity is being added to an entity controller (which is essentially just a bag of entities), I scan through it's components to figure out if I need to register additional entity processors ...
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3answers
246 views

How to handle GameObjects that have been destroyed but are still held by others?

I'm developing my own game engine in C++ as a learning exercise. I have employed a fairly standard method of handling destroyed GameObjects: Mark them as destroyed Have the scene delete destroyed ...
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1answer
204 views

Transform components in ECS

Many game engines I've seen which are based on an Entity Component System. It has some kind of a Transform Component as a necessary component attached to all of their entities. While this does seem to ...
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1answer
212 views

Component arrays vs. entity structs? [closed]

Two of the main systems I've seen in entity system tutorials are: An Entities class with one array / [hash]map for each component, with indices corresponding to entity IDs. A list of Entity structs, ...
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1answer
148 views

Relation between game systems and components in a component-based architecture?

Based on a question I previously asked here regarding to decoupling input from other components of an entity I developed a small component architecture on top of XNA to understand how everything works ...
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2answers
275 views

Adding new components and systems in my ECS requires lots of boilerplate code

I'm writing an entity component system for a project I've been working on. It's currently in a working condition, and overall i'm pretty happy with it, but I've noticed that adding new components and ...
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1answer
90 views

Libgdx + Ashley moving one texture causes everything to jump

My problem is that as i am moving my player entity all my entities shift position by the reverse total of my player entities movement vector, However the only system to move things is my ...
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1answer
539 views

Should I implement Entity Component System in all my projects?

I'm not here to ask for any specific code implementation, I'm here just to make my ideas clearer. But let me explain the situation: I have already developed some little and amatorial game projects (...
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3answers
582 views

Complex system-component dependencies in entity-component-system?

I am trying to design a data-oriented ECS engine. The issue I am struggling with is that my rendering system have to rely on two different sets of entities to actually do rendering. My current idea ...
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92 views

ECS: performance of many systems cycling on entities

I have been working with an ECS for my current game and I noticed that I came up with quite a few systems that go over lists of entities that sometimes overlap, so it's not unlikely that I loop on the ...
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3answers
218 views

Alternative to entity system in a game engine? [closed]

I have been developing a game engine. I was wondering what I should use for a component system. I've read up on entity component systems, but what other alternatives are there? The idea of searching ...