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Questions tagged [entity-component-system]

Used when referring to the Entity-Component-System (ECS) architecture.

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I'm new to ECS. And I'm trying to create my own game in ECS. I want to ask what's the common way to do some resource management. For example, it's very common to load and unload images from disk in ...
WanGuang's user avatar
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I'll preface the wall of text below by saying that I've next-to-no experience with game design/programming. But I've a situation that might be fairly interesting to folks here. I'm currently working ...
Andorrax's user avatar
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Background I'm making a platformer game, in C#, in Monogame. I've got a middling amount of experience with gamedev, having done some mini projects in Unity in the past and deciding I don't like a big ...
Jake Lawrence's user avatar
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I would like to implement something similar discussed in Efficient communication between entities using ECS via entt There are two entities Ship, Engine. Ship has the components AppliedForces, Mass ...
random_acct's user avatar
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The topic with the same title here How to efficiently spawn & render many cube prefabs for a voxel world? is actually asking about efficiently rendering. Assume I need to instantiate a lot of ...
Suratraak's user avatar
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In the project I am working on, I recently ran into a problem of software architecture: I created a base entity class that displays a world object. Then I added functionality for the entity to have a ...
snow_owl's user avatar
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package versions I'm using: Entities: com.unity.entities Version 0.51.1-preview.21 Documentation URL: https://docs.unity3d.com/Packages/[email protected]/manual/index.html Physics: com.unity....
rasputin's user avatar
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High level At a high level, I'm looking to create a galaxy exploration-style game. A number of points of interest will be selectable on the map (I'd like to aim for several hundred, but flexible and ...
Basic's user avatar
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As I've been learning about ECS one thing that gets me confused are things like input which in my case has usually been some singleton that gets polled or in one project was event based where code can ...
Konjointed's user avatar
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I'm currently working on a little ECS project and a couple doubts came to my head when dealing with systems. Let's say I have a model component, a position component and a scale component. Each ...
Torino R6's user avatar
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Packages Installed: Entities: com.unity.entities Version 0.51.1-preview.21 Documentation URL: https://docs.unity3d.com/Packages/[email protected]/manual/index.html Physics: com.unity.physics ...
rasputin's user avatar
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I am quite new to Unity ECS and am trying to instantiate a few thousand entities based on positions stored in a .csv file. The file format can of course change, if that helps. My problem is to import ...
kugelblytz's user avatar
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I am currently writing an archetype-based ECS for learning purposes. What I noticed is that my current implementation is incredibly slow with large amounts of archetypes. Each of my queries iterates ...
genaray's user avatar
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I'm attempting to create an entity-component system in C++. However, I've run into an annoying issue where a component system function inherently involves a lot of ceremony and boilerplate. This is ...
Red Needle's user avatar
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I'm trying to figure out how to integrate entity component systems with scene graphs in a web game / application. The problem is of course that ECS and scene graphs are very different in nature. They ...
Candleout's user avatar
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I'm attempting to create an unlit billboard shader for use in DOTS. I'm using quads to host the material (Some regular, some DOTS for comparison purposes) I've cribbed together something from this ...
Basic's user avatar
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I'm developing a somewhat simple, small roguelike game as my university project. Early into development I heard about Enity-Component-System and decided to go with that as my game's architecture. ...
aallfik11's user avatar
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I'm developing a MMO RPG using Rust and bevy both in the client and the server, which means that I'm using ECS on both sides. My game is tile based, so each tile is a point in my map in the server, ...
Gustavo Mendonça's user avatar
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I am wondering if there is a better way than storing the entity ID. For the sake of example, let's assume I have a world with many entities who implement the component Name. Every x amount of time I ...
Feldspatt's user avatar
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I lately read an article about branchless programming and how it can effect performance. Since im developing a little archetype based ECS for learning purposes, i wanted to know if theres a way to ...
genaray's user avatar
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So I'm currently working on a Game Engine for my University and I came to the point of integrating an ECS. Thing is, I'm currently a bit unsure if it's okay to have setters and getters for specific ...
Jonas Schindler's user avatar
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1 answer
1k views

I spent a good amount of time trying to get my head around ECS but the "S" is still obscure to me - the farthest I went is that I know a System is where the magic happens; it's where ...
Guilherme Oderdenge's user avatar
2 votes
2 answers
753 views

I've got a background in C++ but completely new to game dev, Unreal, and ECS. Recently, I learned about ECS and fell in love with the resulting project structure and theoretical reduction of spaghetti ...
mrg95's user avatar
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5 answers
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Let's say I have an ECS with physics and I want to kill the player when a arrow hit him. So I have a callback when there is a collision. Now there is of course different behaviors with different ...
rafoo's user avatar
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I am having issues with some of the DOTS stack in unity (mostly the rendering and animation) and was hoping I could use gameobjects for those parts. Not sure how to use entities inside a regular ...
Emil's user avatar
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